Composer 9.1
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Bake Objects

 
 
 
Texture baking/Light backing is the process of storing rendering results as textures/lights.
 
 
 
 
 
 
Texture Baking, or Rendering to Texture, allows the user 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 3D devices such as graphics display cards or game engines.
 
In other words, baked textures are those that have the highlights, shadows, and shading built into the texture. It would have the highlight of the body built into the texture so it appears to
be more natural or realistic looking. Therefore, it is possible to use rendering algorithms in SimLab Composer to simulate shading, shadows and bumps on the surface (or texture) of a
3D object. This process is commonly referred to as "baking" the texture. Texture baking refers to the calculation of environmental information (lights, shadows, etc) and rendering that
information as a texture than can be used to make more realistic looking.
 
 
 
       
 
 
Basics of Texture Baking video tutorial: