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title: "Basic Texture Baking with V-Ray"
canonical: "https://documentation.chaos.com/space/VMAX/113575503/Basic%20Texture%20Baking%20with%20V-Ray"
format: markdown
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This page provides a tutorial for texture baking with V-Ray. Overview Rendering to texture, or "texture baking,” creates texture maps based on an object's appearance in the rendered scene. The advantage of using baked textures is that real-time display is much faster. These textures are ideal for displaying the textured object rapidly on Direct3D devices such as graphics display cards or game engines. For the purpose of this tutorial, we use a simple scene with a volleyball geometry. Want to follow along but don’t have a license? Part I: Set Scene for Baking In the first section, we set up and adjust the scene settings. Set up materials Check if the current materials are assigned accordingly and the object’s UVs are neatly unwrapped. Set up object In our case we have 2 volleyball meshes - one high poly mesh and one low poly mesh. The low poly mesh has a  Projection  modifier added in advance from the Command panel > Modify panel. The high poly mesh is selected as a Reference Geometry for the Projection. Render Settings To speed up rendering, optimize the scene by lowering  Noise threshold  and  Max. subdivs  to acceptable values that don’t significantly lower the final render quality. Render the scene. In some cases, lighting is also baked into the texture. To bake the lights into the texture, position them and set their values to match the final lighting setup where the baked textures will be used. When baking only maps without lighting information, it is recommended to turn off the scene lights to significantly speed up the rendering. Part II: Texture Bake In this section, we adjust the settings for texture baking. Select the low-poly mesh. Then use either  Bake to Texture  tool or the Render to Texture tool. Always use V-Ray Bake elements for texture baking with V-Ray. Bake to Texture This is the recommended workflow for  3ds Max 2021 and newer . The Render to Texture menu is also available. This tool is available for 3ds Max 2021 and newer. It is interchangeable with the Render to Texture tool. Select maps for baking Open the  Bake to Texture  menu from  Rendering  >  Bake to Texture , or by clicking  0  >  Bake to Texture . Select the needed maps, in our case: VRayBumpNormalMap, VRayDiffuseFilterMap, and VRayMtlReflectGlossinessBake. There are other maps that could be used as well, depending on the case, e.g., VRayNormalMap or VRaySSSMap. In our particular case, we prefer using the VRayBumpNormalMap to VRayNormalMap because there is finer detail. Note that it also requires higher render settings to produce better results. Click the  Add Maps to Selected Objects  button to add the maps. Click on the image to view it in full size Change settings The menu detects if the selected mesh already has a  Projection  modifier set. If none is detected, the  Projected From  setting might need to be adjusted based on whether or not another mesh is going to be used for the texture bake. In general, it’s better to start with lowered settings to get quicker results. Tweak where necessary and once the desired results are achieved, change back to the desired final map settings - texture size, padding, etc. Select all maps and start tweaking. Use 512 from the  Image Size  drop-down menu for now. Keep the  Padding  and  Bg  as they are, although they can be adjusted if needed. In some specific cases, the  UV Channel  may need to be specified. However, here let’s keep its default values. Also add the currently used image size as a suffix to the  File Name  to keep things organized, e.g. Volleyball_VRayDiffuseFilterMap_512. Choose a  File Type  from the drop-down menu. For this tutorial, we choose PNG. In our case, set the  Output To  option to  Duplicate Original Material  and set the maps accordingly: VRayDiffuseFilterMap - Diffuse, VRayMtlReflectGlossinessBake - Reflection Glossiness, VRayBumpNormalsMap - Bump. Create New Material  option can be used if we want a different material, and  Files Only  - if used straight into a different software. Also set an  Output Path  where the baked textures are going to be saved. Leave the  Apply color mapping  unchecked. Otherwise, you need to use Overrides. Click on the image to view it in full size Bake Then click  Bake . Once satisfied with the bake result, boost the settings and render again. Increase the map  resolution  to something like 2048x2048. Also raise the  Noise   threshold  to 0.05. Increase the  Max. subdivs , especially if rendering textures only (without lights). Here, a value of 4 for the Max. subdivs is enough to produce clean anti-aliased edges and details. Then bake again. Before rendering, make sure the output Gamma/LUT settings are set to appropriate values in the 3ds Max Preference Settings. Baked colors closely resemble display colors with Gamma 2.2. If Gamma/Lut Correction is disabled, the exported maps may render too dark. Example Results: VRayBumpNormalsMap VRayDiffuseFilterMap VRayMtlReflectGlossinessBake Bake to Texture This tool is available for all 3ds Max versions. For 3ds Max 2021 and newer it is interchangeable with Bake to Texture. After selecting the mesh, open the  Render to Texture  menu from  Rendering  >  Render to Texture  or by clicking  0 . Set Output Path Choose an Output folder, where the new baked textures are going to be saved ( Render To Texture  window >  General Settings  rollout >  Path ). Specify the UV used Notice that the selected mesh is already loaded in the Objects to Bake table. In the Mapping Coordinates section, select  Use Existing Channel  so the mesh uses its own UVs. The UV layouts of the high poly and low poly meshes differ. To bake the textures based on the UV layout of the low poly mesh, check if  Raytraced method  is selected from the  Options...  menu >  Projection Options  dialog >  Method . Add maps for baking In the Output rollout, click the  Add  button to open the  Add Texture Elements  dialog. Select the maps for baking. In our case we select VRayBumpNormalMap, VRayDiffuseFilterMap, and VRayMtlReflectGlossinessBake. There are other maps that could be used as well depending on the case, e.g. VRayNormalMap or VRaySSSMap. Click the  Add Elements  button to add the selected elements to the Output table. Always use V-Ray Bake elements for texture baking with V-Ray. Adjust map settings For each map from the table: select it and then specify its name and type from the respective  File Name and Type  option. Here, we also add the currently used image size as a suffix to the name to keep things organized, i.e. object_map_resolution.png. Then also set the  output resolution . We use lower values for quicker results - 512x512. Once the desired effect is achieved, change them back to the boosted final map settings. Set a  Target Map Slot  for each texture. In our case: VRayDiffuseFilterMap - Diffuse, VRayMtlReflectGlossinessBake - Reflection Glossiness, VRayBumpNormalsMap - Bump. Leave the Apply color mapping unchecked. Otherwise, you need to use Overrides. Baked Material Settings In the Baked Material rollout, choose  Save Source (Create Shell) . Select the  Create New Baked  option and choose  VRayMtl  from the drop-down menu. Select  Keep Source Materials . Render Click the  Render  button at the bottom of the Render to Texture window. The baking process proceeds in a row, object by object, in the order set in the table. Once satisfied with the bake results, boost their settings and render again. Increase the map  resolution  to something like 2048x2048. Also, raise the  Noise threshold  to 0.05. Increase the  Max. subdivs , especially if rendering textures only (without lights). Here, a value of 4 for the Max. subdivs is enough to produce clean anti-aliased edges and details. Then render again. Before rendering, make sure the output Gamma/LUT settings are set to appropriate values in the 3ds Max Preference Settings. Baked colors closely resemble display colors with Gamma 2.2. If Gamma/Lut Correction is disabled, the exported maps may render too dark. In the Output folder, there are three PNG files for each baked texture: VRayBumpNormalsMap VRayDiffuseFilterMap VRayMtlReflectGlossinessBake Part III: Setting Scene with Baked Textures Now we add the baked textures back into the scene. Load Shell Material  Open the Material Editor (M) and choose an empty slot. Click on the  Get Material  icon to open the Material/Map Browser. Select  Browse From:Scene . Notice that there is new material. It is a Shell Material and contains both the original V-Ray Material and the new Baked Material with the baked maps in it, as we specified in the earlier steps. Drag the new materials into the Material Editor. Edit Shell Material Parameters In the new Shell Material Parameters, choose the  Baked Material  for both Viewport and Render. This simply means that if we do a fresh render (F9), the objects use their baked material (VRayMtl). In addition, the objects use the baked material in all the viewports, too. Also plug the Normal map to a V-Ray Normal Map node and set the Bump of the baked material to 100 from the default 30 to match the strength of the original material. Render with Baked Materials Render in the VFB. If lights are baked into the textures, open the V-Ray Light Lister and switch off all the lights in the scene before rendering. In the V-Ray Settings, turn GI, Environment, and Default Lights off. If rendering in Viewport, don’t forget to enable  Show Realistic Material in Viewport  option from the Material Editor. Otherwise, the mesh renders white. If baking a VRayBumpNormal map, don't forget to link the baked result to a VRayNormal map. Otherwise, the texture is inverted. Result   Render Notes Please note that it is not recommended to bake camera dependent textures such as Falloff. If multiple objects share the same material and UV space without overlapping, these may be composited together in an image editing program.