Texture Baking

"Baking" generally refers to the process of recording an image described represents certain aspects of the material or mesh feature model. Compared texture, certain types of Material parameters may take longer to be calculated and applied to the model, so it can save rendering time. Baking usually complete after the material or mesh finalized.
Texture baking process is intended to generate texture affixed to any library of different characteristics (materials, textures, colors, lighting, shadows, reflections, etc.) surface thereof describing a scene in the 3D model. The information is stored together with the description, information associated with the 3D model. This process (also referred to as a render to texture) rendering expected effect calculated to generate 2D (uv) and said reference system associated with the bitmap image of the mesh vertices. Using this technique, it is not necessary for each motion model related to rendering calculations, because the associated surfaces by mapping the (UV) space with the object to ensure that the actual results. Therefore, this process is particularly suitable for applications requiring real-time 3D navigation space, i.e. without a perceptual delay between the input and the system response.
Baking is stored in a light texture to the texture information in such a way. In general, the objects may include baking lighting information, normal information, occlusion information. In the final stage of the preview, respective light map information (LightMap) We just taken out from the object, either presented on the screen.
For example, baking in the texture, the texture of the original program may be recorded as an image. Sometimes, various materials "channel" may be combined into a single image, thereby simplifying the number of texture images to be used. In the "texture mapping" mode, the application material can be saved to the color image. In normal baking, the grid may be recorded normal (which affects how light is reflected from the surface model)

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