Baked Image Texture

 

The Baking Texture node converts any procedural texture to image texture (Figure 1). For example, if you want to use DisplacementThe process of utilizing a 2D texture map to generate 3D surface relief. As opposed to bump and normal mapping, Displacement mapping does not only provide the illusion of depth but it effectively displaces the actual geometric position of points over the textured surface. in Octane, this can only be done with an image texture. With this node, however, it is possible to convert the procedural texture to the image texture and use it in the displacement channel.

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Figure 1: The Baking Texture node's parameters.

 

Baking Texture Parameters

 

Texture - Accepts any procedural texture.

Enable Baking - Enables the baking process.

Rsolution - Determines the resolution of the texture to be converted. Higher resolutions require more RAM and GPUThe GPU is responsible for displaying graphical elements on a computer display. The GPU plays a key role in the Octane rendering process as the CUDA cores are utilized during the rendering process. power.

Samples per Pixel - Determines how many samples will be used per pixel.

Type - Determines the bit-depth of the bake texture. The options include LDRImage formats that have 8 bits per color channel such as the common image formats JPEG, PNG, GIF among others. or low dynamic range and HDR Linear Space.

RGB Baking- Converts RGB values according to the type of procedural texture. If the procedural texture has RGB values, enable this option. If the procedural texture uses greyscale values, leave this option off.

Power - Adjusts the intensity value of the baked texture.

GammaThe function or attribute used to code or decode luminance for common displays. The computer graphics industry has set a standard gamma setting of 2.2 making it the most common default for 3D modelling and rendering applications. - Adjusts the gamma value of the baked texture.

Invert - Inverts the baked texture.

 

In the following example, displacement uses the Turbulence procedural texture by connecting it to the Baking texture node before connecting it to the Displacement node (Figure 2).

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Figure 2: The Turbulence node used for Displacement by filtering it through the Baking texture node.