For more information on bake sets, see
Bake sets.
Vertex bake set attributes
Color Mode
Determines the baking mode for the scene. Select
one of the following:
- Light and Color
-
Bakes light and color
information.
- Only Light
-
Bakes only lighting information.
- Only Global Illumination
-
Bakes only global illumination
information
- Occlusion
-
Bakes occlusion information.
- Custom Shader
-
Bakes the specified custom
shading network into the bake set.
- Occlusion Rays
-
Determines the number of occlusion rays to trace
per sample point. Increasing the number of occlusion rays improves
quality, but reduces performance speed. The default is 64.
- Occlusion Falloff
-
Determines the maximum length of an occlusion
ray. Rays longer than this value are not considered for occlusion.
- Custom Shader
-
Use the new Custom Shader attribute
to connect a custom shading network to your bake set.
To use this attribute, Color
Mode must be set to Custom Shader,
then you can map the Custom Shader field to the
shading network.
- Normal Direction
-
Use the Normal
Direction drop-down list to set the direction of the
baked object’s resulting normals. Select from Face
Camera (towards the camera), Surface Front (outwards
from the object surface), and Surface Back (inwards
from the object surface).
- Orthogonal Reflection
-
This option is on by
default. When turned on, the Orthogonal Reflection option
causes all reflection rays to be orthogonal to the surface being
baked. They are no longer true reflection rays, pointing instead
parallel to the surface normal vectors, but the resulting baked
texture or vertex colors are meaningful when viewed later from any
direction. This option should be turned on if the textures or vertex
colors generated are to be used as textures in a game engine.
Turn this option off
if you are baking in order to accelerate software rendering and
the reflections are only viewed from the baked position. However,
in this case, the textures or vertex colors generated are not for
use as textures in a game engine.
- Create New Color Set
/ Color Set Name
-
Use this option to indicate
the color set that you want to bake to.
- Bake Alpha
-
Turn this option on to
bake the alpha channel (equivalent to Maya’s Bake
Transparency option). When this option is turned on,
you can set Min Alpha and Max
Alpha values, and the Alpha Blending method.
This attribute is off by default.
- Bake Color
-
Turn this attribute off
when you do not want to bake the color channel. When this option
is on, you can set Min Color and Max
Color values, and the Color Blending method.
This attribute is on by default.
- Scale Rgba
-
Scale vertex colors by the specified value.
- Clamp Min, Clamp
Max
-
Turn on these attributes to clamp the minimum and
maximum color and alpha values so that the values are forced to
be within the set range.
- Min Alpha
-
The
lower clamp limit for the alpha channel.
- Max Alpha
-
The
upper clamp limit for the alpha channel.
- Min Color
-
The lower limit to which to clamp vertex color.
- Max Color
-
The upper limit to which to clamp vertex colors.
- Color Blending
-
Merges existing vertex colors
with the ones just baked, if any. Select a merge method from the Color
Blending drop-down list.
- Alpha Blending
-
Merges existing vertex alphas
with the ones just baked, if any. Select a merge method from the Alpha
Blending drop-down list.
Vertex Color Filtering
- Filter Size
-
If final gathering is baked to vertices and the scene
contains high frequency information, discontinuities in the color
channel may become visible. This artifact becomes especially apparent
if low final gather quality settings are used. Filtering baked vertex
colors yields the desired smooth look.
Provide a small positive
filter size as argument to this parameter (it is multiplied by the
object's bounding box size to obtain the absolute size). Set the Filter
Size value to -1 to turn filtering off. Set the value
to 0 or larger to turn it on.
Start with values in
the 0.1 range as this value is multiplied by the object’s bounding
box size to obtain the absolute size. This process also allows smaller
values to be used for the Accuracy attribute
in the
Render Settings: mental ray tabs(Indirect
Lighting tab > Final Gathering section)
for faster performance although accuracy of results may need to
be taken into account.
Lower final gather quality
settings require larger filter sizes to get a smooth look and renders
are less accurate. In general, the final gather quality should be
raised as long as rendering times are acceptable; then the filter
size should be increased until the desired smooth look is obtained.
A tiny filter size may suffice; it enforces that baked colors are
shared at vertices which have identical positions and normals.
- Filter Normal Tolerance
-
The filter normal tolerance
in degrees (0 to 180).
This lets you adjust
the angular tolerance for smoothing value across faces.
Vertices whose angular
separation is greater than the entered value are not taken into consideration
for filtering so that crisp transitions are maintained across hard
edges, and undesired color bleed doesn’t occur.
After adjusting this
option, repeat the prelight operation to test. When a fairly smooth
result is obtained, use the Filter Size to
adjust further.
- Use Face Normals
-
Use this option when you want to specify
the use of face normals for baking instead of interpolated vertex
normals (the default used for rendering). This option is off by
default, and was previously found in the mental ray Baking Options (Batch
Bake) dialog box.