Bake Object

烘焙对象

Bake Object is the one-click version of the Bake Material tag (o.k., maybe 2 or 3 clicks are really required … ). This is how it works:

烘焙对象是烘焙材质标签的一键式版本(好吧,也许真的需要2到3次的点击...)。这就是它的工作原理:

  1. Select one or more objects to bake (all Child objects in a hierarchy will be baked as well). 选择一个或多个要烘焙的对象(层次结构中的所有 Child 对象也将烘焙)

  2. Select 选择Bake Object … 烘焙对象.. from the Objects 对象 menu and make the appropriate settings in the window that opens. 菜单并在打开的窗口中进行适当的设置

  3. Click on 点击Bake 烘焙. A single(!) texture (that will be placed into the Luminance channel of a newly created material) will be calculated and assigned for each selected object. All material channels of the original material will be included in rendering. .一个(!)纹理(将被放置到一个新创建的材质的亮度通道)将被计算和分配给每个选定的对象。原始材质的所有材质通道都将包含在渲染中
The baked object will not be contained in any light’s 被烘培的对象不会包含在任何光中Include 包括 or Exclude 排除 list since the newly created object is not automatically added to these lists. 列表,因为新创建的对象不会自动添加到这些列表中 With reference to GI, light that falls on the reverse side of polygons will be ignored by the Baker! 关于 GI,光落在反面的多边形将被忽略的贝克

Tip for baking GI: 烘焙小贴士 GI:
When rendering 渲染时GI 胃肠道 numerous automated processes are implemented that optimize the 许多自动化的过程实施,优化Sample Count 样本数量 and Record Density 记录密度 values. Unfortunately these do not work in conjunction with the 值。不幸的是,这些值不能与Bake 烘焙 functionality and are therefore (internally) reduced in quality, sometimes drastically. Setting these values manually (however longer render times can result, as with normal GI rendering) can help remedy this for: 因此(内部)质量下降,有时甚至大幅度下降。手动设置这些值(不过可能会导致更长的渲染时间,就像普通的 GI 渲染一样)可以帮助解决这个问题:

Settings

设置

Most of the following settings (and many more) can also be found in the Bake Texture … tag, where all settings are described to the utmost detail.

下面的大多数设置(以及更多)也可以在 Bake Texture... 标签中找到,其中所有的设置都被描述到最详细的地方。

This is why the Bake Object … functions will only be described briefly here.

这就是为什么 Bake Object... 函数只在这里简要描述的原因。

Ambient Occlusion

环境遮挡

Color channels and Ambient Occlusion will be baked to two separate textures. The Ambient Occlusion texture will then be loaded to the Diffusion channel.

颜色通道和环境遮挡将被烘培成两个独立的纹理。然后将环境遮挡纹理加载到扩散通道。

Normal

正常

Bakes the Normal texture, which will subsequently be loaded into the Normal material channel.

烘培普通材质,然后将其加载到普通材质通道中。

Illumination

照明

If this option is active, the effects of various material channels (not including Reflectance, Transparency, Fog or Glow), including lighting and cast shadows will be baked. Hence, the most important material channels that constitute the surface of the object will be added to the texture. This functionality corresponds to the Bake Texture … Tag’s Surface Color.

如果这个选项是活跃的,各种材质通道(不包括反射,透明,雾或辉光)的效果,包括照明和投射阴影将被烘培。因此,构成物体表面的最重要的材质通道将被添加到纹理中。这个功能对应于烘焙纹理... 标签的表面颜色。

If the option is not active, only the color channel will be baked.

如果该选项未激活,则只有颜色通道将被烘培。

The baked material will be loaded into the Luminance material channel.

烘培好的材质将被加载到亮度材质通道中。

Single Texture

单一纹理

When active, this option will bake a single texture for numerous simultaneously selected objects. Of course the UV coordinates will be arranged in such a manner that a separate area for each object will be assigned to the texture.

当激活时,此选项将为多个同时选择的对象烘焙一个纹理。当然,UV 坐标将以这样一种方式安排,即每个对象的单独区域将分配给纹理。

Deactivate this option if you want to bake a separate texture for each object.

如果您想为每个对象烘焙一个单独的纹理,则禁用此选项。

Keep UVs

保持 uv

Enable this option if you have already set your UVs the way you want them (no UV polygons overlap). The UV mesh will then remain unchanged. When active, this option unwraps the UV mesh as described here.

如果您已经按照您希望的方式设置了 UV,则启用此选项(没有 UV 多边形重叠)。然后紫外线网将保持不变。当激活时,这个选项打开 UV 网格如下所述。

Replace Objects

替换对象

Enable this option if no new textures should be created during baking. The generated textures will be applied to the baked objects.

如果烘焙过程中没有创建新的纹理,则启用此选项。生成的纹理将应用于烘焙对象。

Supersampling

超级符号

Supersampling sets the anti-aliasing during baking of the object’s texture (the anti-aliasing settings in the Render Settings … have no influence when baking textures).

超级取样设置对象纹理烘培过程中的反锯齿(渲染设置中的反锯齿设置... 在烘培纹理时没有影响)。

Pixel Border

像素边界

Bakes a pixel border that extends beyond the UV polygons.

烘培一个超出紫外线多边形的像素边界。

Width / Height

宽度/高度

Defines the width and height of the texture(s) to be baked.

定义要烘培的纹理的宽度和高度。

Format / Options

格式/选项

Select your bitmap’s file format here. If the format you select offers additional save options, the Options … button will be made active.

在这里选择您的位图的文件格式。如果您选择的格式提供了额外的保存选项,选项... 按钮将被激活。

Color Depth

色彩深度

Select from 8-bit, 16-bit or 32-bit per channel.

从每个通道选择8位、16位或32位。

Not all file formats support all color depths!

并非所有文件格式都支持所有颜色深度!

Color Profile

颜色配置文件

With this setting you can define which color profile should be embedded in the image/texture. In versions prior to R12, Cinema 4D automatically saved using the sRGB color profile. This can now be set to any color profile desired. However, you should only make changes to this setting if absolutely necessary.

通过这个设置,您可以定义哪个颜色配置文件应该嵌入到图像/纹理中。在 R12之前的版本中,Cinema 4D 使用 sRGB 颜色配置文件自动保存。现在可以设置为任意颜色配置文件。但是,只有在绝对必要的情况下,才应该对此设置进行更改。

Note that many programs cannot read color profiles (for example, Windows 7 can only partially read color profiles).

请注意,许多程序不能读取颜色配置文件(例如,Windows 7只能部分读取颜色配置文件)。

When using Linear Workflow in conjunction with Multi-Passes we recommend that you render with at least 16-bit color depth. If this is not possible, disable the Linear Workflow option to restore the normal Cinema 4D R12 properties (reason: Multi-Passes are saved with a linear profile.

当使用线性工作流结合多通道,我们建议你渲染至少16位的颜色深度。如果这是不可能的,禁用线性工作流选项恢复正常的C4D R12属性(原因: 多通行证保存与线性配置文件。

More information regarding color management can be found here.

更多关于色彩管理的信息可以在这里找到。

Generally speaking, the default sRGB profile will be the correct profile.

一般来说,默认的 sRGB 配置文件将是正确的配置文件。

Clicking the button at the right will make the following menu items available for selection:

点击右边的按钮可以选择以下菜单项:

Color Management Disabled

禁用色彩管理

No color profile will be embedded (will be read in accordance with the Project Settings or bitmap shader settings when the file is opened).

不会嵌入任何颜色配置文件(打开文件时将根据项目设置或位图着色器设置读取)。

Load/Save

加载/保存

Here you can load a color profile or save an existing one. These files have the extension "*.icc". If an image is loaded here, its color profile will be assumed.

在这里,您可以加载一个颜色配置文件或保存一个现有的。这些文件的扩展名为” * 。”国际刑事法院”。如果一个图像在这里被加载,它的颜色配置文件将被假设。

Load From Monitor

从监视器加载

You can use monitor(hardware) profiles. However, this is not recommended since your monitor’s color profile will almost never match that of another monitor.

您可以使用监视器(硬件)配置文件。但是,不建议这样做,因为显示器的颜色配置文件几乎永远不会匹配其他显示器的颜色配置文件。

sRGB

Saves the image with sRGB color profile.

用 sRGB 颜色配置文件保存图像。

Linear

线性

Saves the image in a linear color profile.

以线性颜色配置文件保存图像。

Path Name

路径名称

Sets an absolute path to which the baked textures will be saved as a new material.

设置一个绝对路径,将烘焙的纹理保存为一个新的材质。

Make sure Cinema 4D can later locate these files.

确保 Cinema 4D 以后可以找到这些文件。