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A textureBakeSet allows the user to collect together objects which are to be baked in the same way, for instance with the same UV range, or output resolution. When Convert To File Texture is used, for each object being baked the textureBakeSet to which that object belongs specifies the parameters for the baking process.

Node nameParentsMFn typeCompatible function sets
textureBakeSetbakeSetkTextureBakeSetkBase
kNamedObject
kDependencyNode
kSet
kTextureBakeSet

Related nodes

bakeSet, vertexBakeSet

Attributes (24)

backgroundColor, backgroundColorB, backgroundColorG, backgroundColorR, backgroundMode, bakeToOneMap, bitsPerChannel, fileFormat, fillScale, fillTextureSeams, finalGatherQuality, finalGatherReflect, overrideUvSet, prefix, samples, separation, uMax, uMin, uvRange, uvSetName, vMax, vMin, xResolution, yResolution

Long name (short name)TypeDefaultFlags
separation (sep) enum0outputinputconnectablestorable
You can write one lightmap texture per shadingGroup on each shape, or one lightmap per shape, regarless of shadingGroup assignments, or one lightmap for this entire bakeSet, containing a patchwork of all member shapes (this third option only works if the shapes in this bakeSet have non-overlapping UV spaces).
prefix (pre) string"baked"outputinputconnectablehidden
The bitmaps generated by this baking will have names beginning with this prefix.
xResolution (xres) integer512outputinputconnectablestorable
The file texture's horizontal resolution.
yResolution (yres) integer512outputinputconnectablestorable
The file texture's vertical resolution.
fileFormat (format) enum0outputinputconnectablestorable
Set the output bitmap file format to use.
bitsPerChannel (bits) enum0outputinputconnectablestorable
Specifies the number of bits per channel to use in the output bitmap.
overrideUvSet (overrideuv) bool0outputinputconnectablestorable
Activate this option if you wish any meshes being baked to be baked as if they were in a given UV set, instead of the UV sets which they are currently associated with.
uvSetName (set) string"uvSet1"outputinputconnectablestorable
Which UV set to use for the meshes in this textureBakeSet.
uvRange (range) enum0outputinputconnectablestorable
Specifies whether to bake a rectangle in UV space from 0,0 to 1,1, the entire UV space, or a manually specified range, below.
uMin (ul) float1.0outputinputconnectablestorable
Minimum U for baking.
uMax (uh) float1.0outputinputconnectablestorable
Maximum U for baking.
vMin (vl) float1.0outputinputconnectablestorable
Minimum V for baking.
vMax (vh) float1.0outputinputconnectablestorable
Maximum V for baking.
backgroundMode (bmode) enum0outputinputconnectablestorable
Specifies how to fill the background of the light map texture
backgroundColor (bgc) float30.0, 0.0, 0.0outputinputconnectablestorable
Background Color is the color used if the user sets the background mode to custom color.
backgroundColorR (bgr) float0.0outputinputconnectablestorable
Red component of Background Color
backgroundColorG (bgg) float0.0outputinputconnectablestorable
Green component of Background Color
backgroundColorB (bgb) float0.0outputinputconnectablestorable
Blue component of Background Color
fillTextureSeams (fillseams) float1.0outputinputconnectablestorable
If the selected UV space contains boundaries, these boundaries may become visible as black stripes in renderings which use the baked textures. This occurs when the texture is sampled close enough to a boundary that the filter picks up values (generally black) from outside the desired space. fillTextureSeams artificially extends the boundaries by a small amount to alleviate this problem. fillTextureSeams is measured in texels (pixels of texture). Typically, the filter will only be a few texels in diameter, and can only reach as far as its radius into these boundary spaces, so a value of 1 or 2 is usually enough.
fillScale (fillscale) float1.0outputinputconnectablehidden
OBSOLETE
finalGatherQuality (fgq) float1outputinputconnectablestorable
mental ray carries out a final gather pass before actually rendering the scene. This pass computes a sufficiently dense final gather map to ensure image quality. But the precomputation pass is disabled by default for baking because it is depending on the view, guaranteeing quality only for surfaces visible to the camera. When this value is set to non zero, mental ray computes a number of final gather points before baking takes place. If set to one, baking should yield roughly the same quality as would rendering from the camera. Values beyond one increase quality by precomputing a denser map of final gather points. Do not just use finalGatherQuality to tune final gather quality for baking. It is still necessary to adjust final gather accuracy and maximum radius in the Render Settings.
finalGatherReflect (fgr) float0outputinputconnectablestorable
This parameter determines the reflectivity of an object when precomputing final gather points for lightmapping. A certain fraction of all final gather points (as given by finalGatherQuality) is not prebaked on the object which is being baked, but on objects hit by reflection rays cast from this bake object. For example, if finalGatherReflect is set to 0.25, every 4th final gather point will be precomputed on the object hit by the reflection ray.
bakeToOneMap (one) bool0outputinputconnectablestorable
If this option is on, objects that belong to this bakeset is baked to a single texture file. Example of such a case is an object with multiple shaders. Without this option, each component of the object will be baked to separate textures. With bakeToOneMap on, a single texture will be generated for the object. Make sure that UV of the objects in the bakeset are not overlapped.
samples (nsp) integer1outputinputconnectablestorable
Number of samples for anti-aliasing control. samples is used during rasterization.