Запекание визуализации

Cycles shaders and lighting can be baked to image textures. This has a few different purposes, most commonly:

  • Baking textures like base color or normal maps for export to game engines.

  • Baking ambient occlusion or procedural textures, as a base for texture painting or further edits.

  • Creating light maps to provide global illumination or speed up rendering in games.

Примечание

Baking is not supported on OptiX GPU rendering.

Setup

Baking requires a mesh to have a UV map, and either vertex colors or an Image Texture node with an image to be baked to. The Active Image Texture node or Vertex Color layer is used as the baking target.

Use Render Bake in intensive light/shadow solutions, such as AO or soft shadows from area lights. If you bake AO for the main objects, you will not have to enable it for the full render, saving render time. Cycles uses the render settings (samples, bounces, …) for baking. This way the quality of the baked textures should match the result you get from the rendered scene.

Settings

Справка

Panel

Render ‣ Bake

Bake

Perform the baking operation.

Bake from Multires

Bake directly from multires object.

Bake Type

Type of pass to bake.

Комбинация

Bakes all materials, textures, and lighting except specularity. The passes that contribute to the combined pass can be toggled individually to form the final map.

Ambient Occlusion

Запекает ambient occlusion, как указано в панелях «Окружающая среда (мир)». Игнорирует все источники освещения в сцене.

Shadow

Запекает тени и освещение.

Normal

Запекает нормали в цветах RGB.

UV

Mapped UV coordinates, used to represent where on a mesh a texture gets mapped too. This is represented through the red and green channels of the image, the blue channel is encoded with a constant value of 1 but does not hold any information.

Шероховатость

Bakes the roughness pass of a material.

Свечение

Запекает цвета излучения или свечения материала.

Окр. среда

Bakes the environment (i.e. the world surface shader defined for the scene) onto the selected object(s) as seen by rays cast from the world origin.

Diffuse

Bakes the diffuse pass of a material.

Glossy

Bakes the glossiness pass of a material.

Transmission

Bakes the transmission pass of a material.

Influence

Комбинация

Lighting
Direct

Add direct lighting contribution.

Indirect

Add indirect lighting contribution.

Contributions
Diffuse

Add diffuse contribution.

Glossy

Add glossy contribution.

Transmission

Add transmission contribution.

Ambient Occlusion

Add ambient occlusion contribution.

Свечение

Add emission contribution.

Diffuse, Glossy, Transmission

Contributions
Direct

See above.

Indirect

See above.

Color

Colorize the pass.

  • If only Color is selected you get the pass color, which is a property of the surface and independent of sampling refinement.

  • If Color is not selected, you get the direct and/or indirect contributions in gray-scale.

  • If Color and either Direct or Indirect are selected, you get the direct and/or indirect contributions colored.

Normal

Пространство

Нормали могут быть запечены в различных пространствах:

For materials, the same spaces can be chosen in the image texture options next to the existing Normal Map setting. For correct results, the setting here should match the setting used for baking.

Object

Нормали в координатах объекта, не зависящие от преобразований объекта, но зависящие от его деформации.

Tangent

Нормали в координатах касательного пространства, не зависящие от трансформации ии деформации объекта. Это пространство по умолчанию и верный выбор в большинстве случаев, поскольку такая карта нормалей так же может использоваться для анимированных объектов.

Swizzle R, G, B

Указание осей, запекаемых в каналах красного, зелёного и синего цветов.

Selected to Active

Bake shading on the surface of selected objects to the active object. The rays are cast from the low-poly object inwards towards the high-poly object. If the high-poly object is not entirely involved by the low-poly object, you can tweak the rays start point with Max Ray Distance or Extrusion (depending on whether or not you are using cage). For even more control you can use a Cage Object.

Примечание

There is a CPU fixed memory footprint for every object used to bake from. In order to avoid crashes due to lack of memory, the high-poly objects can be joined before the baking process. The render tiles parameter also influence the memory usage, so the bigger the tile the less overhead you have, but the more memory it will take during baking (either in GPU or CPU).

Клетка

Cast rays to active object from a cage. A cage is a ballooned-out version of the low-poly mesh created either automatically (by adjusting the ray distance) or manually (by specifying an object to use). When not using a cage the rays will conform to the mesh normals. This produces glitches on the edges, but it is a preferable method when baking into planes to avoid the need of adding extra loops around the edges.

Cage Object

Объект, используемый в качестве клетки вместо автоматически рассчитываемого выдавливания от активного объекта при использовании параметра Выдавливание клетки.

Выдавливание клетки

Distance to use for the inward ray cast when using Selected to Active and Cage. The inward rays are casted from a version of the active object with disabled Edge Split Modifiers. Hard splits (e.g. when the Edge Split Modifier is applied) should be avoided because they will lead to non-smooth normals around the edges.

Примечание

When the base mesh extruded does not give good results, you can create a copy of the base mesh and modify it to use as a Cage. Both meshes need to have the same Topology (number of faces and face order).

Max Ray Distance

Distance to use for the inward ray cast when using Selected to Active. Ray distance is only available when not using Cage.

Output

Target

Where to output the baked map.

Image Textures

Bake to the image data-block associated with the Active Image Texture node.

Отступ

Baked result is extended this many pixels beyond the border of each UV «island», to soften seams in the texture.

Clear Image

Если галочка отмечена, очищает изображение перед запеканием визуализации.

Vertex Colors

Bake to the Active Vertex Color layer on the active mesh. Note, the active object must be a mesh as other object types do not have vertex colors.