Details
详情
Animated textures can be baked as well. The settings pertaining to this can be found here.
动画纹理也可以烘培。相关的设置可以在这里找到。
使用当前渲染数据
If this option is active, the frame rate and start and end frame in the Render Settings … Output settings will be used.
如果这个选项是活动的,在渲染设置中的帧速率和开始和结束帧... 输出设置将被使用。
开始时间/结束时间
If you want to render parts of the animation independent of the Render Settings …settings, enter the desired start and end frames here.
如果你想独立于渲染设置渲染动画的部分... 设置,在这里输入所需的开始和结束帧。
帧速率[1. . 2147483647]
This is only of importance when rendering for video. This setting tells the player with how many frames per second the video should be played.
这只有在渲染视频时才是重要的。这个设置告诉播放器视频应该播放多少帧率。
名称格式
When outputting an image sequence, you can define the numbering convention the images should follow. You can find further details on this page.
输出图像序列时,可以定义图像应遵循的编号约定。你可在此网页找到更多详情。
材质标签
This is an include list. Drag textures you want to bake from the Object Manager into the list. If no texture is present, all Material tags will be evaluated.
这是一个包含列表。将要烘培的纹理从对象管理器拖动到列表中。如果没有纹理存在,则将评估所有 Material 标记。
This list will only evaluate the functions shown below. Surface Color, for example, is ignored!
此列表将只计算下面显示的函数。例如,表面颜色将被忽略!