Bake PBR lighting into a Texture

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Since rendering uv object doesn't support Raytracing, which is a warning that mantra shows me, is there another way to bake PBR lighting into a texture?

I hope I am making sense, please let me know.

Thanks!
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Isn't PBR view dependent? I.e. directional diffuse, thus impossible to bake?

(I've gotten around this in the past with i.e. iRay by rendering several plates from camera projections and retouching a composite of them re-projected onto geometry in a standard renderer, but it's only suitable for some scenarios).
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There must be a way, if not directly through a ROP, possibly by exporting the lighting as a point cloud first and then using the point cloud to render the texture in micropolygon mode…
But I've never tried so…

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The PBR lighting can be baked into uv using “Micropolygon Physically Based Rendering”. To clean the noise of Micropoly PBR, you need to balance ray samples and shading quality of the object.
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I know this is a super old post but I'll reply in case anyone else is trying to do this.

If you enter in the Mantra renderer the command “mantra -u” followed by the path of your object, then you can get it to work as long as you are using Micropolygon PBR. Physically Based Rendering alone will not do it.

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while you can use -u flag, there is as well UV Render Object parm on mantra/Rendering/Render tab to do it directly, still only micropoly and your uv-s need to be vertex attrib
Tomas Slancik
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