3D MAX TUTORIALS

 

Rendering to Textures

Select one or more objects. > Rendering menu > Render To Texture

Rendering to textures, or "texture baking,” allows you to create texture maps based on an object's appearance in the rendered scene. The textures are then “baked” into the object: that is, they become part of the object via mapping, and can be used to display the textured object rapidly on Direct3D devices such as graphics display cards or game engines.

The typical way to use texture baking is:

  1. Set up a scene with lighting.

    Banana object in a lighted room

  2. Select the objects whose textures you want to bake.

    Banana object selected

  3. Choose Rendering > Render To Texture.

  4. A Render To Textures dialog appears. In this dialog, you choose which elements of the rendering you want to bake. Elements are aspects of the rendering such as diffuse color, shadows, alpha (transparency/opacity), and so on.

    In this dialog, you can also choose various display options for showing the baked texture in shaded viewports.

    Tip: If you have a Direct3D graphics display driver, you can use viewport shaders to view the baked texture in shaded viewports. They show how the baked texture will appear on DirectX devices.

  5. Click Render.

After you click Render in the Render To Textures dialog, a number of things happen. (This is a typical set of events; the dialog gives you a lot of control over how texture baking actually occurs.)

That is texture baking in a nutshell.

See also

Baked Texture Elements

Baked Texture Display Options

Render to Textures Dialog

Rendering to Textures: General Settings Rollout

Rendering to Textures: Selected Object Settings Rollout

Rendering to Textures: Selected Element Unique Settings Rollout

Rendering to Textures: Add Texture Elements Dialog

Shell Material

Viewport Shader Rollout

LightMap Shader Rollout

Metal Bump Shader Rollout


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