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Render to Texture 145
shaded viewports. They show how t he ba ked
texture will appear on DirectX devices.
5. Click Render.
Af ter you c l i ck Re nder i n t h e Re n der To Te x t u re
dialog, a number of things happen. (Thi s is a
typical set of events; the dialog gives you a lot of
control over how texture baking actually occurs.)
The elements you chose are rendered, each to
its separate bitmap file.
Lighting map of the banana
By default, the texture type is Targa ( p age
3–633), and the element maps are placed in
the \images subfolder of the folder where you
installed the program.
The new textures are “flat”: In other words,
they are organized according to groups of
object faces.
In the modifier stack, a new modifier is applied
to the object. It is called Automatic Flatten
UVs. It is simply an Unwrap UVW modifier
(page 1–878), automa tically applied.
This mo difier manages the mapping of the
flattened texture to faces of the object, and lets
youadjustthatmappingifnecessary.
Flattened texture-mapping coordinates for the banana
•AShell material (page 2–1600) is applied to the
object. Thismaterialisacontainerforboth
the object’s original material (you don’t lose
those maps and settings), and the newly created
baked material, with its new textures.
The Shell material lets you access both materials
and adjust their settings, if necessary. It also
lets you choose which material to view, the
original material or the texture-baked material,
in shaded viewpor ts or in renderings.
New she ll material contains the banana’s o riginal material
(below left) and the baked texture (below right).