Converts (renders) illumination, shadow, shading, and textures to a file texture you can use as a texture map.
See Baking illumination and color for more information.
For more information on a similar function in a metal ray renderer, see Lighting/shading > Batch Bake (mental ray).
Convert to File Texture (Maya Software) >
Background Mode
When converting a file to a texture, occasionally some of the pixels along texture edges are missed. As a result parts of the geometry are not properly covered and the background color shows through. In the Background Mode drop-down list, there are three options for managing this situation.
If the selected UV space contains boundaries, these boundaries may appear as black stripes in renderings that use the baked textures. This occurs when the texture is sampled so close to a boundary that the filter picks up values (generally black) from outside the desired space.
This setting artificially extends the boundaries by a small amount to alleviate this problem. It is measured in texels (pixels of texture). Typically, the filter is only 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.
UV Range
Specifies the amount of the surface to sample in UV space. For example, if you select one or more faces on a polygonal object, instead of sampling the whole surface, only the selected faces are sampled.