Nướng Kết Xuất (Render Baking)#

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.

Sắp Đặt (Setup)#

Baking requires a mesh to have a UV map, and either a Color Attribute or an Image Texture node with an image to be baked to. The Active Image Texture node or Color Attribute 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.

Các Sắp Đặt (Settings)#

Tham Chiếu (Reference)

Panel (Bảng):

Kết Xuất (Render) ‣ Nướng (Bake)

Nướng (Bake)

Perform the baking operation.

Nướng Từ Đa Phân Giải (Bake from Multires)

Nướng trực tiếp từ đối tượng đa phân giải.

Thể Loại Nướng (Bake Type)

Loại lượt để nướng.

Kết Hợp (Combined):

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 (Tính Hấp Thụ Quang Xạ Môi Trường):

Bakes ambient occlusion as specified in the World panels. Ignores all lights in the scene.

Ngả/Bóng Tối (Shadow):

Bakes shadows and lighting.

Normal (Pháp Tuyến/Bình Thường):

Bakes normals to an RGB image.

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.

Độ Nhám/Ráp/Rối (Roughness):

Bakes the roughness pass of a material.

Phát Xạ (Emit):

Bakes Emission, or the Glow color of a material.

Môi Trường (Environment):

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.

Khuếch Tán (Diffuse):

Bakes the diffuse pass of a material.

Bóng Bẩy (Glossy):

Bakes the glossiness pass of a material.

Truyền Xạ (Transmission):

Bakes the transmission pass of a material.

Quan Sát Từ (View From)

Nguồn định hướng tia phản xạ.

Trên Bề Mặt (Above Surface):

Bắn các tia từ trên bề mặt.

Máy Quay Phim đang Hoạt Động (Active Camera):

Sử dụng vị trí của máy quay phim đang hoạt động để bắn tia.

Tác Động/Ảnh Hưởng (Influence)#

Kết Hợp (Combined)

Bố Trí Ánh Sáng (Lighting)
Trực Tiếp (Direct)

Thêm sự đóng góp của ánh sáng trực tiếp.

Gián Tiếp (Indirect)

Thêm sự đóng góp của ánh sáng gián tiếp.

Đóng Góp (Contributions)
Khuếch Tán (Diffuse)

Thêm sự đóng góp của khuếch tán.

Bóng Bẩy (Glossy)

Thêm sự đóng góp của độ bóng bẩy.

Truyền Xạ (Transmission)

Thêm sự đóng góp của sự truyền sóng.

Ambient Occlusion (Tính Hấp Thụ Quang Xạ Môi Trường)

Thêm sự đóng góp của Tính Hấp Thụ Quang Xạ Môi Trường (THTMT).

Phát Xạ (Emit)

Thêm sự đóng góp của phát xạ.

Tia Khuếch Tán, Tia Ánh Bóng Bẩy, Tia Truyền Xạ (Diffuse, Glossy, Transmission)

Đóng Góp (Contributions)
Trực Tiếp (Direct)

See nằm trên (above).

Gián Tiếp (Indirect)

See nằm trên (above).

Màu Sắc (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 (Pháp Tuyến/Bình Thường)

Phân Khoảng Cách/Trống/Không Gian (Space)

Normals can be baked in different spaces:

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 (Đối Tượng):

Normals in object coordinates, independent of object transformation, but dependent on deformation.

Tangent (Tang/Tiếp Tuyến):

Normals in tangent space coordinates, independent of object transformation and deformation. This is the default, and the right choice in most cases, since then the normal map can be used for animated objects too.

Đảo R, G, B (Swizzle R, G, B)

Axis to bake into the red, green and blue channel.

Cái được Chọn sang cái đang Hoạt Động (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.

Ghi chú

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.

Khung Lồng (Cage)

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.

Đối Tượng Khung Lồng (Cage Object)

Object to use as cage instead of calculating the cage from the active object with the Cage Extrusion.

Đẩy Trồi Khung Lồng (Cage Extrusion)

Distance to use for the inward ray cast when using Selected to Active and Cage. The inward rays are cast 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.

Ghi chú

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).

Khoảng Cách Tối Đa cho Tia Xạ (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.

Đầu Ra (Output)#

Mục Tiêu (Target)

Nơi cho xuất kết quả ánh xạ đã nướng ra.

Chất Liệu Hình Ảnh (Image Textures):

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

Xóa Hình Ảnh (Clear Image)

If selected, clears the image before baking render.

Thuộc Tính Màu (Color Attributes):

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

Lề (Margin)#

When baking to images, by default a margin is generated around UV "islands". This is important to avoid discontinuities at UV seams, due to texture filtering and mip-mapping.

Thể Loại (Type)

Phương pháp sinh tạo mép lề.

Nới/Mở Rộng (Extend):

Mở rộng các điểm ảnh ở đường viền ra phía bên ngoài.

Các Mặt Kề Cạnh (Adjacent Faces):

Fill margin using pixels from adjacent faces across UV seams.

Kích Thước (Size)

Kích thước của lề trong số điểm ảnh.