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A vertexBakeSet allows the user to collect together objects which are to be baked in the same way, for instance with the same color blending, or clamping. When Polygon Prelight is used, for each mesh being baked the vertexBakeSet to which that object belongs specifies the parameters for the baking process.

Node nameParentsMFn typeCompatible function sets
vertexBakeSetbakeSetkVertexBakeSetkBase
kNamedObject
kDependencyNode
kSet
kVertexBakeSet

Related nodes

bakeSet, textureBakeSet

Attributes (19)

alphaBlending, bakeColor, clampMax, clampMin, colorBlending, colorSetName, maxAlpha, maxColor, maxColorB, maxColorG, maxColorR, minAlpha, minColor, minColorB, minColorG, minColorR, scaleRgba, sharedVertices, useFaceNormals

Long name (short name)TypeDefaultFlags
sharedVertices (shared) bool0outputinputconnectablehidden
Obsolete. Use Optimize Vertex Sharing in the mental ray globals instead (mentalrayGlobals.exportSharedVertices). Use this option in order to bake just one result for each vertex in the mesh, rather than a one result for each vertex in each face in the mesh (each vertex is typically in a number of different faces). Chosing shared vertices will tend to soften the shading of a mesh, sometimes dramatically.
bakeColor (color) bool1outputinputconnectablestorable
Activate this option to bake rgb. If Bake Coloris off, no color data will be written onto the mesh. If the mesh has color data already, those values will remain untouched. If the mesh hasn't any color, it will continue to be colorless.
colorBlending (cblend) enum0outputinputconnectablestorable
How to merge existing vertex colors with the ones just baked, if any. For example, the color blend mode subtract will set (existing_color) - (baked_color) as the final vertex color.
alphaBlending (ablend) enum0outputinputconnectablestorable
How to merge existing vertex alphas with the ones just baked, if any.
scaleRgba (scale) float1.0outputinputconnectablestorable
Scale vertex colors by the specified value.
clampMin (min) bool0outputinputconnectablestorable
Clamp vertex colors to this lower limit.
minColor (lc) float3outputinputstorable
The lower limit to clamp vertex colors to.
minColorR (lr) float0.0outputinputconnectablestorable
Minimum red.
minColorG (lg) float0.0outputinputconnectablestorable
Minimum green.
minColorB (lb) float0.0outputinputconnectablestorable
Minimum blue.
minAlpha (mina) float0outputinputconnectablestorable
Minimum alpha
clampMax (max) bool0outputinputconnectablestorable
The lower limit to clamp vertex colors to.
maxColor (hc) float3outputinputstorable
The upper limit to clamp vertex colors to.
maxColorR (hr) float0.0outputinputconnectablestorable
Maximum red.
maxColorG (hg) float0.0outputinputconnectablestorable
Maximum green.
maxColorB (hb) float0.0outputinputconnectablestorable
Maximum blue.
maxAlpha (maxa) float1outputinputconnectablestorable
Maximum alpha
useFaceNormals (ufn) bool0outputinputconnectablestorable
Use face normal or vertex normal. This does not affect the lighting computation, but is used when storing color per vertex.
colorSetName (csn) stringNULLoutputinputconnectablestorable
Name of the color set to store the baked vertex colors. If empty, current color set it used. If the given colorSetName does not exist on the mesh, a new color set will be created.