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162 Chapter 17: Rendering
theSelectedElementsUniquesettingsgroupisnot
displayed):
Map Type
Components
Complete Shadows
Specular Lighting
Shadows
Diffuse Lighting
Shadows
Shadows (none)
Lighting Shadows
Direct Light On
Indirect Light On
Normals Output into Nor mal Bump
Render Height M ap into
Alpha Channel
Blend Lighting
Diffuse
Specular
Reflection
Shadows
Ambient
Self-Illuminati o n
Refraction
Alpha (none)
Height (none)
For a fuller descr ipt ion of the rendered texture
elements, see Baked Texture Elements (page 3–146).
R ender to Tex t ur e: B a ked Ma ter ia l
Rollout
Rendering menu > Render To Texture > Render to Texture
dialog > Baked M aterial rollout
Material Bak ing operates on the entire Render To
Texture session. It is not set p er indiv idual object.
Note: When you use Network Rendering, the
Render To Baked Material option is disabled.
See also
Render to Texture (page 3–144)
Render To Texture Dialog (page 3–156)
Render to Texture: General S ettings Rollout (page
3–157)
Render to Texture: Objects To B ake Rollout (page
3–158)
Render to Texture: Output Rollout (page 3–160)
Automatic Mapping Rollout (page 3–163)
Interfa ce
Baked Material Settings group
Output Into S ourceWhen on, replaces any target
map slot in the object’s existing material. Care
should be used with this option, because the
materialreplacementcannotbeundone.
Note: If a selected object to be rendered has a
multi/sub-object material assigned to it, the
workflow will not change and the results will
be as follows: output into source w ill put the
resulting m ap in all sub-material slots that match,
instancing all identical maps, if a sub-material
doesn’t have the selected output t ype it will be
ignored; duplicate in bak ed will duplicate the
entire M ulti/Sub-Object Material into the baked
material and perform the above output; create new
baked will create a new single standard material.