convertLightmap is undoable, queryable, and editable.
Calculating global illumination is an expensive and time-consuming task that denies its usage in realtime rendering.
As long as the lighting conditions in scenes do not change,
illumination on objects can be precomputed and stored in appropriate data structures,
like texture maps or vertex colors.
These can then be applied in realtime applications like hardware rendering and game engines.
Long name (short name) |
[argument types] |
Properties |
help(h)
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boolean
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Prints a verbose help message.
In query mode, this flag needs a value.
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vertexMap(vm)
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boolean
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Bake illumination into vertices. If not present bake into a light map.
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camera(c)
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string
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Which camera to use for computing the direction of the incident ray.
Default: current render camera
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shadows(sh)
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boolean
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Take shadow into account.
If shadow is disabled in the mental ray render globals,
mental ray for maya will enable the shadow map, and shadow method segments will be turned on.
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content(co)
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boolean
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Specify which information to be baked into the lightmap.
If "LightAndColor" or "1", the radiance exiting from the surface is stored into the lightmap.
If "OnlyLight" or "2", the lightmap contains both the direct and indirect(photons, final gathering) illumination information.
If "OnlyGlobalIllumination" or "3", the lightmap contains indirect illumination only.
The default is "LightAndColor".
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faceNormals(fn)
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boolean
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Use only face normals for baking. Otherwise, vertex normals are used.
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normalDirection(nd)
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string
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Determines in which direction the normals of the object to be baked should be pointing.
Supported arguments are "toCamera" (towards the camera), "front" (outwards), and "back" (inwards).
Default: "toCamera"
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rayDirection(rd)
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string
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Choose direction of the incoming ray.
This direction is not well defined for baking.
Currently one can select either "fromCamera"
(incident ray points from the current render camera to the point being shaded)
or "normal" (incident ray hits the surface perpendicularly at the point being shaded).
The direction of the incident ray makes a difference
when computing specular highlights, ray traced reflections, environment maps, and more.
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notUndoable(nun)
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boolean
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If this parameter is given, the command can not be undone.
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project(prj)
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string
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Set the project directory.
If baking to a light map, light maps will be generated into "lightMap" sub directory in the project.
If "lightMap" directory does not exist, the command fails to write light maps.
Default: current project root directory
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separator(sep)
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string
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If this parameter is given, baking will use this string to separate instance and shape name parts
when generating unique file names for complex dag objects (dag instances with multiple shapes, or hierarchical dag entries).
Default: no separator.
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bakeSetOverride(bo)
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string
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If this parameter is given, the specified bakeset will be used instead of bakeset of each object.
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miStream(mi)
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boolean
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If this parameter is given, besides the lightmap rendering,
the command generates a mental ray file that can be used with mental ray standalone. -f/-file flag must be specified.
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file(f)
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string
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Specifies the absolute file name of the mental ray file to be generated.
Effective only if -mi/-miStream flag is present.
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exportPathNames(xp)
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string
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Export option for the file references such as : ink library, include mi file, texture file,
lightmap, etc.
The string can specifies an for individual file refs, with
each character in the string representing a single file ref
entry, with meaning
0-nochange 1-absolute 2-relative 3-nopath, or
0-nochange a-absolute r-relative n-nopath.
The file ref entry is specified in this order :
link library, include mi file, texture file, lightmap, light profile,
output image, shadow map, finalgather map, photon map, demand load object mi file.
Effective only if -mi/-miStream flag is present.
Default: nochange
For example, "-xp aarrararra" will use absolute path for
link libray, include file, light profile, shadow map, demapd load object mi file,
and relative path for
texture file, lightmap, output image, finalgather map, photon map
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illumOnly(io)
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boolean
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