Baking

 

The Texture BakingA process in which scene lighting is "baked" into a texture map based on an object's UV texture coordinates. The resulting texture can then be mapped back onto the surface to create realistic lighting in a real-time rendering environment. This technique is frequently used in game engines and virtual reality for creating realistic environments with minimal rendering overhead. system extracts lighting information from a mesh’s surface by using its UV map to generate a texture that can map back to the mesh later on. In OctaneRender®, texture baking is implemented as a special type of camera that, in contrast to the Thin Lens and Panoramic cameras, has one position and direction per sample. The way these are calculated depends on the input UV geometry and the actual geometry being baked. For each sample, the camera calculates the geometry position and normal, then it generates a ray that points towards it using the same direction as the normal, from a distance of the configured kernel’s ray epsilon. Once calculated, OctaneRender traces the ray in the same way as other camera types.

 

Baking Parameters

 

Baking Group ID

Specifies the baking group to bake. By default, all objects belong to baking group number 1. You can arrange new baking groups by making use of object layers or object layer maps, similar to the way render layers work.

 

UV Set

Determines the UV set to use for Baking.

 

Revert Baking

Flips the camera directions when enabled.

 

Size

Specifies the number of pixels added to the UV map edges.

 

Edge Noise Tolerance

Specifies the tolerance for keeping or discarding edge noise.

 

Minimum

The coordinates in UV space for the origin of the bounding region for baking.

 

Size

This is the size in UV space of the bounding region for baking.

 

Use Baking Position

If you use a baking position, OctaneRender traces camera rays from the specified coordinates in world space instead of using the Mesh surface as reference. This is useful when you bake within position-dependent artifacts such as the ones produced by Glossy or Specular materials. In order to tell the Baking camera what geometry to bake, select the proper Baking Group ID in the Baking camera. You can use render layers, passes, imager settings, etc. the same way as with other types of cameras, which allow you to extract lighting and material information.

 

Backface Culling 

Determines if back-facing geometry will be included in the baking.