Bake VEX
surface node
Pre-shades mesh, Bezier or NURBs geometry with VEX surface and displacement VEX shaders.
See also: Shader
The lights in the scene are used to compute illumination on the geometry. A camera must be specified to determine specular information.
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No shadows, reflections or refractions are computed.
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This Operation only works with mesh, Bezier or NURBs surfaces.
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The results of the shaders are stuffed into the geometry’s attribute data.
Parameters
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Camera |
The viewing camera for shading. |
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Bake Surface Shader |
Run the appropriate surface shader. |
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Cf Attribute |
The Cf variable goes into this attribute. |
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Of Attribute |
The Of variable goes into this attribute. |
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Af Attribute |
The Af variable goes into this attribute. |
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Bake Displacement Shader |
Run the appropriate displacement shader. |
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P Attribute |
The resulting position goes into this attribute. |
Usages in other examples
| Example name | Example for |
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