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) >
NoteFor Convert
to File Texture to work properly for polygonal objects,
the polygons must have (UV) values, and unique (UV) values across
the surface. Otherwise, the result may not be what you expect.
- Anti-alias
-
If
on, sharp, jagged edges within the solid texture are blurred or
anti-aliased.
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.
- Shader Default
-
A default color is applied to the background.
The color may be a blend of the shader colors. This option is intended
for compatibility with previous versions of Maya. This is the default.
- Custom Color
-
Specify a color to apply to the background using the Background
Color field. For example, this can be useful if you want
to import the file texture into image editing software and want
a special key (color) to select the background for processing.
- Extend Edge Color
-
Looks at the neighboring
pixels’ colors to determine the appropriate background color to extend
the texture pattern at the edges. This option provides the best
quality in some situations.
TipIn the Hardware
Texture Display Options window, set the Texture
Filter option to a filtered method for best quality.
Set the Texture Filter option to Unfiltered to
see the potential artifacts.
- Fill Texture Seams
-
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.
NoteThe Convert
to File Texture algorithm consists of two passes by default.
The first pass samples the color of the inside of triangles; the second
pass extends the sampled color slightly in each direction along
the polygon border to fill texture seams. Game developers, or other
users who have no room for overscanning, can disable the second
pass by turning the Fill Texture Seams attribute
off.
- Bake Shading Group Lighting
-
Bakes the lights that illuminate
the selected surface into a new image file when you convert a texture
or material into an image file. The new image file is lit by the
same lights linked to the surface in the scene. (This option is
ideal for color matching.)
- Bake Using Virtual Plane
-
This
option lets you create an image map for layered shaders or other
non directly supported shading networks properly without having
the image cropped based on an object’s UVs. This bakes out a sample
image using a virtual plane with UVs from 0,0 to 1,1 square.
- Bake Shadows
-
Specifies
whether to compute shadows when baking lighting. Disk-based shadow
maps are used. Only lights with depth map shadows turned on (Use
Depth Map Shadows in a light’s Attribute Editor)
are used.
- Bake Transparency
-
Specifies
whether to compute transparency when baking lighting. Bake transparency samples
both the color and transparency of the shading network—Maya
sets the alpha channel of the file texture to correspond to the
sampled transparency’s result. Transparency is not computed by default.
- Double Sided
-
Turn
this option off when baking lighting or shadows. If on, normals
that are needed when sampling the shading network are flipped to face
the camera. (You can use this option when baking a shading network’s
lighting to light both sides of the surface).
NoteTurning Double
Sided on makes the conversion dependent on the camera
which may be undesirable in some cases, particularly with baked
lighting and shadows.
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.
NoteUV
Range can be used in conjunction with selected polygonal
faces.
- Default
-
For
NURBS surfaces, Maya samples the entire surface. For polygonal and
SubDivision surfaces, Maya samples an area from [0,0] to [1,1].
- Entire Range
-
Samples
the entire surface (for example, a polygonal cube is sampled from
[-1,0] to [2,4]). A place2dTexture node is created and connected to
the file texture.
- User Specified
-
Turn
on to enable the U and V
Min/Max options (see next). A place2dTexture node is
created and connected to the file texture.
- U Min/Max, V
Min/Max
-
Slider values
specify how much to stretch the sampling range of U or V components.
Maya stretches the sample region to fit the output image size within
the [0,0] to [1,1] sampling range.
- X Resolution, Y Resolution
-
The
horizontal and vertical resolution of the image file, measured in
pixels. The default value is 256.
- File Format
-
Lets
you choose a format in which to save the file texture. The default
is Maya IFF.
Available Image Formats
- Alias Pix (als)
- Cineon (cin)
- DDS (dds)
- EPS (eps)
- GIF (gif)
- JPEG (jpg)
- Maya IFF (iff)
- PSD (psd)
- PNG (png)
- RLA (rla)
- SGI (sgi)
- Avid®Softimage®(pic)
- Targa (Tga)
- TIff (tif)
- Tiff16 (tif)
- Windows Bitmap (bmp)
- Sony Playstation® (tim)