The Baking Texture node converts any procedural texture to an image texture, with the settings you specify, allowing the use of procedural textures where they would not normally be an option.



baking texture node




How to use: Procedural Texture for Displacement

First enter the Node editor and prepare the setup as you see in the image below. Connect the procedural texture (Noise) to the Baking texture node first and then connect the Baking texture to the Displacement node. Once you have made this connection, you can connect Displacement to the Displacement port of the main material. To get you started, see the included sample scene used to create the image seen in the illustration. Download the scene from here 



Baking Texture Settings

Texture

This slot can contain any texture. Octane's procedural textures work more efficiently than those of Cinema 4D and should be used when possible.

Enable Baking

You can choose to disable baking with this toggle.

Resolution

This option determines the resolution at which the texture will be baked. Higher resolutions require more VRAM and GPU power. 

Samples per Pixel

This option determines how many samples will be used to bake the texture. 32 samples per pixel is the default value.  

Type

LDR or "low dynamic range" images are 8 bits per channel (bpc), typically in sRGB color space, and may show color space artifacts (banding) under certain conditions. HDR (high dynamic range) are 32 bits per channel in linear space, without color artifacts, but can consume more resources. When using displacements, 16 or 32 bpc linear images are advised for the cleanest displacement results.

RGB Baking

If the procedural texture uses RGB values, enable this option, otherwise leave this option off.

Power

Adjusts the intensity value of the baked texture. 

Gamma

Adjusts the gamma value of the baked texture. 

Invert

Inverts the baked texture. 

UVW Transform

Explained in the "Transform/Projection" section.

ProjectIon

Explained in the "Transform/Projection" section.

Border Mode

Explained in detail in the "Image Texture" section.