9.5.2

Table Of Contents
674 CHAPTER 13
RENDERING RENDER MENU 675
NOTE 2:
With reference to GI, light that falls on the reverse side of polygons will be
ignored by the Baker!
Settings
Most of the following settings (and many more) can also be found in the “Bake Texture...” tag, where
all settings are described to the utmost detail. This is why the “Bake Object...” functions will only be
described briey here.
Ambient Occlusion
If you’re a proud owner of the Advanced Render module, color channels and Ambient Occlusion
will be baked to two separate textures. The Ambient Occlusion texture will then be loaded to the
“Diffusion” channel.
Normal
Bakes the Normal texture, which will subsequently be loaded into the “Normal” material channel.
Illumination
If this option is active, the effects of various material channels (not including Reection”,
“Transparency”, Fog” or “Glow”), including lighting and cast shadows will be baked. Hence, the
most important material channels that constitute the surface of the object will be added to the
texture. This functionality corresponds to the “Bake Texture...” Tag’s Surface Color (see above). If the
option is not active, only the color channel will be baked. The baked material will be loaded into the
“Luminance” material channel.
Single Texture
When active, this option will bake a single texture for numerous simultaneously selected objects. Of
course the UV coordinates will be arranged in such a manner that a separate area for each object will
be assigned to the texture.
Deactivate this option if you want to bake a separate texture for each object.
Keep UVs
If you have already set your UVs the way you want them (no UV polygons overlap), denitely leave
this option deactivated. The UV mesh will then remain unchanged. When active, this option assures
“Optimal Mapping” (see above).