The baking camera is used to save and reuse the textures that are assigned to the objects in your scene (e.g., game engines, compositing etc.). Both render times and texture quality will increase as a result. For game engines, texture creation is a crucial technique. The specular, reflection, and other properties of the Baking Camera will be preserved.
In today article, let’s get an overview of Baking Camera in OctaneRender
Get your textures and lighting ready. The UV maps for the Baking Camera must be properly organized with islands that do not overlap, as shown below.
The baking camera has two baking options: bake the entire scene (not advised) or bake each individual object. We want to bake the texture of both the Dog object and the Plane object in the image below. Create a “Octane Object Tag” for each of the two objects and then select the “Object Layer” tab in the Tag window to proceed. For the Dog object, enter “Bake ID” 2 here. The Ground Object’s “Bake ID” should be 3 set. Create an Octane Camera now, then select Camera Tag. Select Baking as the Camera Type.
Activate Live Viewer. You’ll get the outcome shown in the image below if the “Bake Group IDs” setting is set as previously mentioned in the Octane Camera Tag / Baking options. These baked textures can be saved and used again, for instance in Unity or Unreal Engine.
Baking Group ID
Names the group ID that should be baked. Every object automatically belongs to baking group number 1, which is the default. The default value for the bake ID of the entire scene is 1, and the entire scene will be baked if you do not define it for each object in the scene using the Octane Object tag / Object layer menu.
This establishes the UV coordinates to be applied during baking. If your object contains more than one UV map, you can change it here and use the appropriate UV map.
The directions of the camera are reversed if checked.
This is how many extra pixels were added to the UV map’s edges. It specifies the padding size in pixels. The minimum and maximum padding sizes are 0 and 16 respectively, with the default padding size set at 4 pixels.
Edge Noise Tolerance
It is possible to specify an edge noise tolerance, which helps get rid of hot pixels that appear close to UV edges. Hot pixels are not removed at values close to 1, while those close to 0 make an effort to do so.
This is the bounding region’s size in UV space for baking.
The position for baking “position-dependent” artifacts is used when the setting is enabled. For “position-dependent” artifacts, such as reflections, etc., position is the camera position. Whether to bake back-facing geometry is determined by back-face culling.
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