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This node will Bake Geometry and Material information from a High Resolution mesh to a Low Resolution Mesh.
One main feature that the ROP version has is that you can bake several mesh pairs in the same bake. You can do this by adding more High Low Pairs on the Meshes MultiParm
The preferred node to use for baking is the Maps Baker SOP
Target Geometry (LOW)
Geometry onto which the textures will be applied and baked into
Source Geometry (HIGH)
High Res Source Geometry that will baked onto the low res
Size of the output textures
Path for the output textures. $(CHANNEL) is necessary here and will be replaced with the type of texture (basecolor, normal, etc)
Optionally also export the incoming model as an FBX file to this path
Enable baking Vertex Colors (and Diffuse Textures) and specify the suffix
Enable baking Tangent Space normal maps and specify the suffix
Enable baking an Opacity/Transparency/Alpha map and specify the suffix
Enable baking Roughness that is sampled from the source’s material and specify the suffix
Enable baking Metallic that is sampled from the source’s material and specify the suffix
World Normal Map
Enable baking World Space normal maps and specify the suffix
Enable baking Ambient Occlusion maps and specify the suffix
Enable baking Curvature (Substance Style) and specify the suffix
Enable baking Thickness maps and specify the suffix
Enable baking Position maps and specify the suffix
Enable baking Height/Displacement maps and specify the suffix
Number of Custom Maps to be baked
Point Attribute to be baked
CHANNEL value for the texture name
Valid Frame Range
Determines if a single frame should be baked or several frames. (Useful for baking oceans and other animated effects)
If baking a frame range, make sure to remember to add a $F to your filenames, otherwise it will overwrite the same textures every frame.
Start and End Frame, and what steps to skip
Use MikkT Tangent Space
Use the MikkT calculations to bake out the Tangent Normal Maps.
The Viewport shader doesn’t have MikkT capabilities, so you might see some bruising that won’t occur on a game engine. You can use the GameDev PBR Shader in combination with the PolyFrame node if you would like to view the correct MikkT values. We understand this isn’t optimal.
Output basecolor in Linear Space
Gamma correct the BaseColor maps
Tangent Normal Flip Y
Invert the Green Channel in the Normal Map.
Ignore any lighting information. Disabling this will allow you to bake light information into your objects (just make them white)
Optional cage mesh. Must have the same topology and UVs as the UV Object. Typically a dupicate of UV Object whose vertices are slightly pushed outward. Used to determine the projection direction.
Additional pixels at the border of each UV island
Number of Samples used for raytraced shading
Determine how much to offset the rays from the surface of the object along the normal vector.
Maximum Distance to trace for nearby surfaces. -1 means infinite distance.
Basic Tint on the Albedo
Index of Refraction, similar to the base PBR value of 0.04. High Values refract more light
How rough or smooth is the specular highlight
Which channel to display as the preview map