Baking tab

Note: Most settings under the other tabs also affect baking. For example, you can turn on Turtle’s anti-aliasing and filtering to bake high quality textures, or enable Global Illumination to bake down light maps with indirect lighting.
Bake Layer

This drop-down list includes the TurtleDefaultBakeLayer, plus any other layers you've created. (See Set up layers for baking with Turtle.)

When working in Maya, all bake operations are performed on this currently active bake layer.

All other settings displayed in the Baking tab update to display the settings for this current bake layer.

Bake To
Sets which bake type to use. Specify whether you want the output to be a Texture or Vertices.

Targets

These settings let you specify which objects you want to bake to for the current layer.

Bake Selected Surfaces

When on, bakes the objects selected in the scene view, overriding the objects that are set up in the current bake layer. You can select multiple objects to bake at the same time. The bake settings for the current bake layer are still used for baking. (Surface Transfer is not supported in this mode.)

Target Surfaces

Lets you add the surfaces you want to bake to. Click Add Selected to add surfaces to the list. Click Remove Selected to remove surfaces from the list. Click Clear All to clear the list.

Source Surfaces

If Surface Transfer is requested, this is where you add links to source surfaces for each target surface. To make a new link to a source surface from a target surface, first mark the target surface in the Target Surfaces list above. Then select the source surfaces and click Add Selected. Click Remove Selected to remove links from the list, and click Clear All to clear all links.

Transfer Settings

Sampling Preset

When using Surface Transfer without an envelope mesh, the sampling rays are sent from the low res surface to the high res surface. Sometimes this process fails if the high res mesh and the low res mesh are too different. This problem can be alleviated by using an envelope mesh. The envelope mesh works as the ray origin mesh and the best intersection on the high res surface is decided according to the Sampling Preset mode you select. The hit is then transferred to the low res surface. Select from the following modes:

Closest

Finds the closest point on the high res surface.

Inwards

Considers hit points on the high res surface that are inside the envelope mesh.

Outwards

Considers hit points on the outside of the envelope mesh.

Front Range

Sets the max distance that will be traced in front of the target surface when searching for source surfaces. If surfaces are found both in front of and behind, the closest one will be used.

Back Range

Sets the max distance that will be traced behind the target surface when searching for source surfaces. If surfaces are found both in front of and behind, the closest one will be used.

Front Bias/Back Bias

Sets an offset distance for the origin of the front/back probe ray when searching for source surfaces. Can also be negative to make an offset in the opposite direction.

Transfer Space

Selects whether the objects should be sampled from world space or object space. If the objects are in world space, they must be placed in the same position, as opposed to object space, where target and source objects can be positioned side by side for instance, as long as the respective object spaces match.

Selection Mode
Selects how Turtle chooses what surface to sample.
Distance
Chooses the closest surface in front or in the back.
Best Normal
Chooses the surface with the same normal as the sample point.
Distance with flipped normal

Chooses the closest surface and flips the normal if the direction is backwards.

Mismatch Mode
Specifies how Turtle handles the case when no source surface is found.
Use Background
Returns the background color.
Use Target Surface

Shades and returns the color of the lowres intersection.

Ignore Inconsistent Normals

(On by default.) With this option you can choose to ignore intersections where the normals of the high res and low res surfaces are inconsistent (pointing in opposite directions). The search will then continue until a surface with consistent normal is found (or no surface is found). This helps you to pick the right surface intersection in areas with both front facing and back facing surfaces, such as around the ears or in the armpits of a character.

Consider Transparency

Turtle defaults to only sampling the first surface hit when making a surface transfer. If you have a set of transparent objects that should be accumulated, turn on Consider Transparency. The Transparency Threshold decides when Turtle will continue sampling through a semi-transparent surface.

Common Settings

These settings apply for both texture and vertex baking.

Normal Direction

Controls in which direction the normals of the objects to be baked should be pointing. If the normal faces away from the camera the baking will be completely black. Select from the following options:

Surface Front
Uses the original surface normal.
Surface Back

Flips all normals.

Facing Camera
Flips all normals that face away from the camera.
Bake Shadows

Enables baking of shadows.

Bake Alpha

Controls whether the alpha channel is saved.

Background Color

Sets the background color. All unsampled texels or vertices receive this color.

Texture Bake Settings

These settings are valid only for texture baking.

Width/Height
Sets the resolution of the texture map.
Conservative Rasterization
When on, solves baking problems for triangles thinner than 1 pixel.
Merge to one map

Controls how to handle cases where there are multiple objects in one bake layer. When on, all objects are baked into the same map. When off, objects are baked into separate maps.

Note: When Merge to one map is on, you must ensure that the objects do not contain overlapping UVs.
Save to Render View

Store the image in the Texture Baking View, keeping it in the set of saved images in the drag bar.

Save to File

Store the image in the directory specified by Directory and File Name.

Directory

The directory where you want to store baked textures.

File Name

The name of the baked texture. Use the following predefined variables to construct file names:

  • $m - material name (shading group)
  • $s - shape name
  • $t - full path to shape
  • $u - uvset name
  • $p - output pass name
  • $r - render layer name
  • $b - bake layer name
  • $e - file format extension
  • $f - frame number

When these variables are found in the file name they are replaced with the corresponding text string. For example:

“lightmap $m $s.$e” translates to “lightmap lambert1SG meshShape1.tif”

“lightmap $t.$f.$e” translates to “lightmap mesh1 meshShape1.42.tif”

“normalmap $s $u.$e” translates to “normalmap meshShape1 uvSet1.tif”

File Format

Sets in which format the baked texture will be stored. Supported formats are TGA, OpenEXR, TIFF, MAYA IFF, OpenEXR MultiLayer, and PNG.

Bilinear Filter
Dilates just enough to cover the pixels that are missed due to bilinear filtering.
Edge Dilation
Sets the number of pixels to stretch texture edges. This can be used to eliminate bleeding problems, if filtering is used on the baked textures. It will also fill out holes in the texture, which might occur when baking surface transfer from displacement mapped surfaces.
UV Range
Controls the amount of the object to be sampled in texture UV space. Select from the following options:
Default [0,1]
Bakes the object in the range U [0,1] V [0,1].
Entire Range
Bakes the entire object in UV-space.
User Specified
Bakes the object based on the UV range you set using the U Min, V Min, U Max, V Max sliders.
U Min, V Min, U Max, V Max
(Only available when you set UV Range to User Specified.)
UV Set
The name of the UV layout to use when baking. If this is not specified, Turtle uses the current UV-set. The current UV-set will also be used when the specified UV set cannot be found.
Tangent Space UV Set
The name of the UV layout to use for calculating tangent space. This can be specified for baking into one UV-set but with a tangent space from another UV-set. If this is not specified, Turtle uses the UV-set specified above, or the default UV-set.
Primary Winding Order
Controls which polygon to bake if there are polygons with overlapping UVs. This can be used, for example, to control how baking polygons with mirrored UVs are handled.

Vertex Bake Settings

Vertex baking is a technique often used in games and other real-time applications, where illumination is saved to each vertex in the mesh. Here you find settings that are only valid for vertex baking.

Sampling Mode

Selects what sampling mode to use for vertex baking.

Per Vertex

Takes one sample per polygon vertex.

Triangle Subdiv

Takes a number of samples over each triangle and accumulates the results to the vertices. The number of samples taken is adaptive and depends no the size of the triangle.

Min Samples

Sets the minimum number of samples to take for each triangle if Sampling Mode is set to Triangle Subdiv.

Max Samples

Sets the maximum number of samples to take for each triangle if Sampling Mode is set to Triangle Subdiv.

Vertex Bias

Used to move the sample points a small amount for each vertex color. The sample points are moved from the vertex towards the center of the polygon. If set to 0.0 the sample point is exactly at the vertex, if set to 1.0 the sample point is at the polygon center. This is very useful to alleviate Final Gather artifacts when baking to vertices.

Save to Color Set

When on, the baked vertex colors are saved to a color set in the mesh.

Overwrite Color Set

When on, overwrites an existing color set. (If there is no existing color set, creates a new color set.)

Color Set

The name of the vertex color set to use when baking. If this is not specified, Turtle uses the current color set. If the specified color set cannot be found, a new color set is created. Use the following variables to construct the name:

  • $s - shape name
  • $p - output pass name
  • $r - render layer name
  • $b - bake layer name

When these variables are found in the name they are replaced with a corresponding text string. For example:

“baked $p $s” produces “baked tpIllumination meshShape1”

“$b $p” produces “ilrBakeLayer1 tpIndirectIllumination”

Use Blending

Controls if and how blending should be used.

Disabled

Disables blending and new colors will replace any existing colors.

Blend Old Color

Blends the new colors with old colors, if there exists a color set with the same name.

Blend Passes

If used together with multiple output passes, it blends between the passes, creating a single new color set.

RGB Blending/Alpha Blending

Controls which blending mode to use.

Replace

Replaces the old color with the new one.

Add

Adds the new color to the old one.

Subtract

Subtracts the new color from the old. If the result is less than zero, the result is clamped to zero.

Multiply

Multiplies the new value with the old.

Divide

Divides the new value with the old.

Average

Averages the new and the old color.

None

Do nothing. Useful if you want to rebake the color but not the alpha.

RGB Scale/Alpha Scale

Scales the RGB and Alpha values with the given scaling factor.

Clamp

When on, the RGB and Alpha values are clamped to the given RGB Min/RGB Max and Alpha Min/Alpha Max values.

Enable Vertex Color Filter

Enables filtering of the vertex values to give a smoother appearance.

Filter Size

Sets the size of the filter kernel, given in fraction of object size. 0.0 means no filtering, 1.0 means 'filter size' = 'object size'.

Filter Shape

Sets the filter shape, which affects the filtering appearance. A higher value gives a wider filter.

Filter Normal Deviation

Sets how much a vertex’s normal can deviate before the vertex is ignored by the filter. Given in degrees.

Outputs

Here you control which bake passes Turtle produces. If several passes are enabled, Turtle renders several textures (or vertex color sets).

Shader Outputs

Can be used to output various components from a shader to separate passes.

  • Full Shading gives the complete lit and shaded result.
  • Illumination gives the incident illumination (including indirect light).
  • Indirect Illumination gives the incident indirect illumination only (incident here means the shader’s color/texture are not included).
  • The rest of the output passes (Albedo, Diffuse, Specular, Ambient, Incandescence, or Custom) give the corresponding shading component.

Normal Map

Normal Map

Turn on if you want to set options and bake a normal map.

Coordinate System

Sets the coordinate system for normals when creating normal maps.

Tangent Space

The resulting map will be in tangent space. The tangent space created can be changed by altering the tangent overrides in the Options tab of the Texture Baking Settings.

Object Space

Produces a map in object space.

World Space

Produces a map in world space.

Modify Channels
Defines how the normal components are mapped to the color components.
Default
X, Y, and Z components map directly to R, G and B components.
Invert Red
Inverts the red channel.
Invert Green
Inverts the green channel.
Flip Red-Green
Switch places for red and green channels. Mapping X to G and Y to R.
Use Face Tangents
When on, Turtle uses the face tangents of the object instead of the vertex tangents.
Include Bump Maps
Specifies if bump mapping should be included when creating normal maps.
Stencil in Alpha Channel
When on, Turtle stores a stencil (hit-or-miss) in the alpha channel.
Displacement in Alpha Channel
When on, Turtle stores the displacement in the alpha channel. Can be used to create a map for parallax mapping. Use the Scale and Offset options in the Displacement Map settings below to normalize the result to a valid range.

Displacement Map

Displacement Map

Turn on if you want to set options and bake a displacement map.

Fit to Range

Scale the displacement to [0,1] range.

Scale

Scales the sampled displacement value. Can be used to set the displacement map values to a valid range.

Offset

Adds an offset to the sampled displacement value. Can be used to set the displacement map values to a valid range.

Directional Occlusion Map

Directional Occlusion Map

Turn on to set options and bake a directional occlusion map.

Samples

The minimum number of samples to use when gathering illumination.

Exponent

The exponent is used during computations to define the ’sharpness’ of the occlusion values. Higher values may produce a more pronounced effect.

Basis Vector 1-4

Basis vectors to use for the four different channels.

For this technique we define four vectors in tangent space. Each one is used by one color channel of the resulting texture as a surface normal vector to compute an occlusion value.

Radiosity Normal Map

Baking a Radiosity Normal Map (RNM) will result in three textures, each containing information about incoming light computed based on one of the three RNM normals. The RNM can either be sampled using brute force or by using Final Gather with Cache Type Radiance Cache. Using this cache usually gives faster render times and better quality.

Radiosity Normal Map

Turn on to set options and bake a radiosity normal map.

Adjust Intensity

When on, Turtle tries to match the intensity calculated for the surface normal by the RNM with the intensity value one would get using a standard light map. This function is used when different tangent spaces on the mesh produces seams in the RNM.

Sample Type

Type of illumination to gather.

Samples

The minimum number of samples to use when gathering illumination. This value is only used in brute force mode.

Polynomial Texture Map

Baking a Polynomial Texture Map (PTM) generates a number of coefficients for a second degree bivariate polynomial, which is used to approximate the incoming light function over the hemisphere. When baking a PTM, the output file format must be set to a format capable of storing float values (OpenEXR, OpenEXR MultiLayer or TIFF32). Also make sure clamping of output is disabled in the Anti-Aliasing settings.

Polynomial Texture Map

Turn on to set options and bake a polynomial texture map.

Samples

The minimum number of samples to use when gathering illumination.

Sample Type

Type of illumination to gather.

Output

Whether to use the intensity of the gathered illumination to generate one PTM or generate one PTM for each color channel.

Spherical Harmonics

Spherical Harmonics

Lets you generate textures containing spherical harmonics coefficients.

Since the values of these coefficients can lie outside the range [0; 1], the same recommendations as for PTMs apply: use float textures (OpenEXR, OpenEXR MultiLayer or TIFF32) and disable any clamping.

Bands

The number of bands to use for the spherical harmonics basis function. The number of actual basis functions used will equal the number of bands squared (nBands2).

Samples

The minimum number of samples to use when gathering illumination.

Sample Type

Type of illumination to gather.

Space Type

Space to gather information in.

Output

Sets whether to use the intensity of the gathered illumination to generate one set of SH coefficients or to generate one set of SH coefficients for each color channel.

Related topics