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Map Baker Utility
The Map Baker Utility extracts data from a collection of meshes.
When Bake Data Map is started, the Map Baker Utility generates items such as view layers and shader nodes and links them to the appropriate objects as indicated in the UI.
To effectively link items and extract data, certain requirements must be met by items indicated in its UI. The items below details requirements and information found in the Map Baker Property.
Source Collection
- Collection which contains the mesh type objects from which data shall be taken from.
- Should not be excluded, is visible and is renderable on the active view layer.
- Mesh type objects in the source collection ideally has a high vertex count to produce and hold accurate data.
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Suffix - Suffix which identifies source mesh type objects. Objects without the appropriate suffix will be skipped.
Bake Target
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Collection - Bake shader data from a mesh type object in the source collection to another mesh type object with a matching name in a target collection.
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Color Attribute - Bake shader data from a mesh type object in the source collection to its own color attribute.
Max Samples
- Number of samples to be taken by cycles during bake.
Target Collection
- Collection which contains the mesh type objects that shall be used to map data from the mesh type objects in the source collection.
- Should not be excluded, is visible and is renderable on the active view layer.
- With the identifying suffixes removed, a mesh type object in the target collection must have a mesh type object with a matching name in the source collection
- The surfaces of a mesh type object in the target collection must overlap within the specified Surface Distance with the surfaces of a mesh type object in the source collection.
- Mesh type objects in the target collection may or may not have a lower vertex count than a matching mesh type object in the source collection
- Mesh type objects in the target collection must have an active UV Map which has been unwrapped.
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Suffix - Suffix which identifies target mesh type objects. Objects without the appropriate suffix will be skipped.
Target Material
- The Blender Material applied to the top most material slot of all mesh type objects in the target collection to which data shall be baked into.
Surface Distance
- The maximum distance between the surfaces of the source mesh type object and the target mesh type object.
Bake Dimensions
- The output dimension of all generated data maps.
Margin
- The amount of pixels that a baked data on an image map extends from its UV islands' borders.
Format
- The output image format of the generated data maps.
Output File Destination
- The location of the data maps relative to the Blend file.
Include in Bake:
- Data that will be extracted from the source collection onto the bake target
Surface Info
- Data generated using only the surface of a mesh type object.
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Uses RGB channels in the following order:
- R - Ambient Occlusion
- G - Bevel Information
- B - Surface Depth
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Samples - Refer to the amount of cycles shader samples
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Ambient Occlusion Min - threshold for a surface to be regarded as occluded from ambient light
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Ambient Occlusion Max - threshold for a surface to be regarded as fully able to recieve ambient light
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Pointiness Min - threshold for a surface to be regarded as sharp
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Pointiness Max - threshold for a curved surfaces to be regarded as sloped
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Surface Depth Spread - threshold to allow light to pass through from on side of a mesh to another
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Surfae Depth Scale - Surface Depth Spread multiplier factor
Light Info
- Data on how much light rays is recieved or is occluded on a surface of a mesh type object from an active light source in the scene.
- Uses HSL channels in the following order:
- H & S - Color Information
- L - Light and Shadow Information
- Indirect Lighting - Include light data that is bounced off other surfaces in the scene.
- Color Information - Include color information produced using a material's base color and a light source's emitted color.
Indexer
- Data that identifies surfaces of a mesh type object by material or by island.
- Material ID Source:
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Material ID - Auto-assign values using the following method:
- R - Material Pass Index
- G - Random Value per mesh island
- B - None
- Color Attribute - Assign RGB values using information from vertex color attributes
Normals
- Data that provides information on how light rays are bent as it recieved on the surface of an object.
- Only compatible only with OpenGL.
- Space:
- Tangent - Generate direction data relative to a target mesh type object's surface orientation
- Object - Generate direction data relative to a target mesh type object's orientation
World Normals
- Data that refers to the direction of surfaces in relation to the world.
World Position
- Data that refers to the position of a surface in relation to the world.
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Scale - Multiplier factor to provide for a wider value range.
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