Bake Material

烘焙材质

Basic 基础Tag 标签Options 选择Details 详情

Bake Material

烘焙材质

Tip: 提示:
Note that this functionality does not work in conjunction with the Node Materials. 请注意,此功能不能与节点材质一起使用 Basic Properties 基本属性
Tag Properties 标签属性
Options 选择
Details 详情

This function lets you render the following to one or more separate image files for selected objects (they must subsequently be applied manually):

这个功能可以让你为选定的对象呈现以下图片到一个或多个单独的图片文件中(它们必须随后手动应用) :

If you want to avoid having to subsequently assign the bitmap to a material, then an object, use the Bake Object function. This will, though, greatly limit the control you have opposed to using the manual method.

如果您希望避免随后必须将位图分配给某个材质,然后是某个对象,请使用 Bake Object 函数。不过,这将极大地限制您反对使用手动方法的控制。

Tip: 提示:
Note that the Sculpting feature has its own 请注意,雕刻功能有自己的Bake 烘焙 function in Cinema 4D, which is optimized for use with the Sculpting. 在Cinema 4D 功能,这是优化使用的雕刻

Why bake materials?

为什么要烘焙材质?

Let’s assume you want to render an animation, and a complex shader or area shadow has to be rendered for each image. You can, for example, save a lot of render time by baking the shader and projecting it onto the object as a normal image file.

让我们假设您想要渲染一个动画,并且每个图像都需要渲染一个复杂的着色器或区域阴影。例如,您可以通过烘培着色器并将其作为普通图像文件投影到对象上,从而节省大量渲染时间。

You can even render lighting, bump, Ambient Occlusion, etc. onto the material, which lets you avoid having to light these objects, depending on your scene (in this case, add an Luminance material channel to your material).

你甚至可以在材质上渲染灯光、凸起、环境遮挡等,这样你就可以根据你的场景(在这种情况下,在你的材质上添加一个亮度材质通道)避免点亮这些物体。

The integrated optimized mapping makes sure the UV coordinates are placed in such a manner as to not overlap.

集成的优化映射确保紫外线坐标以不重叠的方式放置。

How to Bake

如何烘焙

Materials are now baked including all Material tags. Now you simply select the object itself, not the Material tag to be baked. If the object contains several materials, i.e., Material tags, they will be baked, taking hierarchy and alpha channels into consideration – exactly as the object would normally be rendered.

材质现在被烘培,包括所有材质标签。现在,您只需选择对象本身,而不是要烘焙的 Material 标记。如果对象包含几个材质,例如,Material 标记,那么它们将被烘培,并考虑到层次和 alpha 通道——正如对象通常呈现的那样。

Proceed as follows when you want to bake an object’s material

当你想烘培一个物体的材质时,按照下面的步骤进行

  1. Select the object in the 中选择对象Object Manager 对象管理器. The object must have a Material tag. 。对象必须有一个材质标签

  2. From the 来自Object Manager 对象管理器, select 、选择Objects / Bake Material 物件/烘焙材质. The active object will be assigned a 。活动对象将被分配一个Bake Material 烘焙材质 tag. 标签

  3. Change the settings in the newly created tag, as needed. 根据需要更改新创建的标记中的设置

  4. Nothing will be baked until the 没有什么东西会被烘培,直到Bake 烘焙 button in the 按钮Options 选择 tab is pressed. The render process will be shown in the preview window in the same tab. 标签被按下。渲染过程将显示在同一选项卡的预览窗口中

The Bake Material tag will remain and be saved with the scene so you can keep a good overview of your previous work. An object can have numerous Bake Material tags!

烘焙材质标签将保留和现场一起保存,以便您可以保持一个良好的概述您以前的工作。一个对象可以有很多烘焙材质标签!

In addition, several materials can be baked simultaneously – simply select the desired Bake Material tags and click on Bake.

此外,几种材质可以同时烘培-只需选择所需的烘培材质标签和点击烘培。

In rare cases, flawed material baking can result from inaccuracies in calculation. If this happens, white pixels can be seen, placed randomly on your image file. 在极少数情况下,有缺陷的材质烘培可能是由于计算不准确造成的。如果发生这种情况,可以看到白色像素,随机放置在您的图像文件

Solution: Set the image file or shader’s Blur Offset somewhat higher than 0%.

解决方案: 设置图像文件或着色器的模糊偏移量大于0% 。

Make sure the polygon Normals are oriented equally to the outside (i.e. on the side on which the material is projected) since only these 确保多边形法线的方向与外面相等(即材质投影的那一面) ,因为只有这些positive 肯定的 polygon sides will be baked. 多边形的边将被烘培 One more tip: 还有一个小贴士:
Make sure the object has a UVW tag. If it does not, one can be created using the 确保对象有 UVW 标记。如果没有,可以使用Create UVW tag 创建 UVW 标记 command. 命令