Page tree

You are viewing an old version of this page. View the current version.

Compare with Current View Page History

« Previous Version 8 Next »

Contents


Overview

This mode actually bakes outputs of an integrator. It will be mainly used to bake diffuse global illumination but it can bake any light path expression too.

How does it work ?

  • Each object in the scene will be baked one by one.
  • The integrator run in a single increment on each point.
  • The result is output to one or more AOVs, each containing a single display channel.


Settings

The illumination baking settings overrides only a subset of parameters of your scene's render globals. If your current scene renders as expected, these are the only settings you need to bake.

Bake Mode

The main purpose of this menu is to validate your setup before rendering and warn you if an incorrect setup has been detected.

2D Maps

  • Generates 1 image per object.
  • All baked objects MUST have valid uvs for baking.

3D Point Cloud

  • Generates one or more point clouds, depending on file naming format.
  • Bakes in world space

Baking Image File Format

As usual, you create a pattern with tokens to create named AOVs, but with a twist. The default file pattern is:


<scene>_<user:bakingIdentifier>_<aov>.<ext>

user:bakingIdentifier is a new attribute you can find on all bake-able shapes in the RenderMan section of the Attribute Editor:

It defaults to <shapepath> so that each object gets a unique file name where the "|" character is replaced by "_", which is what you want when you bake to 2D images.

If you want to bake to a single 3D point cloud, you should remove <user:bakeIdentifier> from the file name pattern.

Bake to Maps (2D baking)

Select the global baking resolution. Larger resolutions take longer to render.

Limitation

All objects will be baked at the same resolution. This is a limitation of the current implementation

Bake to Point Cloud (3D baking)

Point clouds are baked in world space and their density depends on the shape's dicing density. Select here the global dicing density for the scene.

You can override the dicing density per shape by setting the Dicing Strategy to worlddistance and entering a different Dicing Distance Length.

Integrator

Default Ray Depth

AOVs

Launching a bake render