3D MAX TUTORIALS

 

Baked Texture Elements

Select objects. > Rendering menu > Render to Texture > Render to Textures dialog > Selected Object Settings rollout > Click Add. > Add Texture Elements dialog > Choose elements to render.

When you render to texture or “bake” a texture, you choose one or more elements to render. These elements save aspects of the rendered scene: its geometry, lighting, shadows, and so on. Some texture elements can display in shaded viewports; others require a Direct3D viewport shader to view in 3ds max.

When you add an element to render, it appears in a list in the Selected Object Settings rollout. In the list, you can disable or enable rendering of that individual map, or select it to adjust which components it will include.

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Note: Automatically generated reflections and refractions do not work well with rendered textures, although they are included in the Complete and Blend texture maps.

The following sections describe the available element maps.

Component Options (Unique Settings)

Many element maps let you choose to include or not include components of the rendered scene. When you element to render is highlighted in the list, these options appear on the Selected Element Unique Settings rollout.

See also

Rendering to Textures

Render to Textures Dialog

Complete Map

A complete map saves most surface properties of the rendered object; specifically:

  • Lighting

  • Diffuse color

  • Specular color

  • Reflections

  • Shadows

  • Ambient color

  • Self-illumination color

  • Refractions

Component Options (Unique Settings)

For a complete map, you can choose not to render shadows.

Specular Map

A specular map saves only the specular color of the object.

Component Options (Unique Settings)

For a specular map, you can choose not to render lighting or shadows.

Diffuse Map

A diffuse map saves only the diffuse color of the object.

Component Options (Unique Settings)

For a diffuse map, you can choose not to render lighting or shadows.

Shadows Map

A shadows map saves only the shadows cast onto the object.

Component Options (Unique Settings)

There are no unique settings for a shadows map.

Lighting Map

A lighting map saves only the lighting cast onto the object.

Component Options (Unique Settings)

For a lighting map, you can choose not to render shadows, direct light, or indirect light.

Normals Map

A normals map saves a gradient that indicates the direction of normals on the surface of the object. With a normals map, Direct3D rendering can make simple geometry appear more complex.

You cannot view a normals map in shaded viewports unless you use the Metal Bump Direct3D viewport shader.

Component Options (Unique Settings)

There are no unique settings for a normals map.

Blend Map

A blend map is like a complete map, except that all its components, not just shadows, are optional.

Component Options (Unique Settings)

For a blend map, you can choose not to render any of the following components:

  • Lighting

  • Diffuse color

  • Specular color

  • Reflections

  • Shadows

  • Ambient color

  • Self-illumination color

  • Refractions

Alpha Map

An alpha map saves only the alpha channel of the rendered object.

Component Options (Unique Settings)

There are no unique settings for an alpha map.


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