Hello all,
So there are many, many tutorials and articles out there on baking texture maps. Most of them focus on different aspects of baking but not the general essentials. So, I’m having a little trouble understanding some fundamentals, especially as they relate to C4D.
I could use a little clarification/confirmation on some key points:
1.) Baking texture maps has several uses.
-High detail to low detail projection between models
-exporting/creation of channel and texture maps created procedurally inside C4d
-exporting specific attributes such as AO, Curvature, position for ‘smart’ shaders in programs like painter
-creating texture maps with light information baked into them to save render time and calculation
2.) Using the ‘Bake Object’ command in C4d is a variation of the ‘Bake Material’ command, but with a few less features,
and can only bake data that is active in the material/shader/render globals. e.g. Ambient occlusion, luminance
3.) Baked textures with light information can replace their original textures, and lights can be turned off (not including GI/LUT)
4.) GI can not be baked in C4D, you can only adjust the settings for better results (I see a lot of language about Baking GI
online, but no explanations on how to actually do it)
5.) I attempted to bake a texture using the projection effect under the diffuse shader and got very strange results. Is texture
baking optimized for UV referenced textures only?
I know it’s a lot of text but it is a product of LOTS of youtube and reading. Just need clarification
thanks,
Jerry