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title: "Projection Baking with V-Ray"
canonical: "https://documentation.chaos.com/space/VRAYHOUDINI/113280404/Projection%20Baking%20with%20V-Ray"
format: markdown
---
This page offers a step by step tutorial on how to use V-Ray for projection baking.  Overview In this tutorial we explore how to use V-Ray for projection baking. One way is to use the V-Ray BakerTool and another is to use the V-Ray Renderer ROP. We provide a use case for each of the methods.  You can download a sample scene and all of its assets as an archive to help you follow the steps of the tutorial.  The scene requires Houdini 18 at least and V-Ray Next, Update 1. Want to follow along but don’t have a license? High Poly Low Poly Baked Projection Baking with V-Ray BakerTool Let's start by opening the  bakingViaBakerTool_start  scene packed and available for  download .  Enter the  Balloon  node and find the  Null  node called  Balloon_low . This is the low poly balloon geometry. Next to it, find the  Balloon_high  node, that represents the high poly geometry. Create a  V-Ray BakerTool  node and call it "Balloon". The same name is used later when we save the baked textures.  Connect the  Balloon_low  node to the left input and  Balloon_high  to the right input of the Balloon node.  In the  Baker  tab of the V-Ray BakerTool change the  Baking Mode  to  Projection Baking .  To avoid unnecessary edges in the bump and normals texture, we can skip baking the normals of the lowRes mesh. Go to the Projection Settings panel and set the  Normals  to  Smooth . Attributes Go to the Renderer tab and set the  Sampler  to  Bucket . In the  Forced Attributes , enter "fabricID" and leave the  Use Lights  field empty. fabricID  is an attribute already created in the scene as a node called  assign_different_texture_to_every_part_of_the_balloon . Its purpose is to prompt the material to use different textures with respect to the attribute's value for each primitive. The name of the string attribute is put in brackets "<>" next to the texture path in the  imageFile  node. Render Elements Now let's go back to the Balloon node (V-Ray BakerTool) and open the  Output  tab. Enable the following checkboxes:  Output ,  Diffuse ,  BumpNormals ,  Reflection ,  Refl Gloss ,  Ambient Occlusion . Expand the Ambient Occlusion settings and set the  Radius  to 0.3 and  Subdivs  to 6. In the Custom Attributes enable the first one and enter  borders  @  border  attributes in the fields. This attribute serves to darken the different patches of textile onto the edges, so they are more distinct. Also choose higher resolution (4069  2 ) for the texture. Disable Lights Since we are not really interested in the beauty pass, we can disable all lights, including the default ones to speed up the rendering. To disable the default lights, go into  V-Ray BakerTool  >  Renderer  tab >  Disable Lightning . Ropes and Basket Settings Now, let's go on with the setup of the balloon ropes. Copy the  V-Ray BakerTool  and connect the  Ropes_low  and  Ropes_high  nodes to their respective inputs, just as we did with the low and high res nodes for the balloon. For the ropes, we only need the  Diffuse ,  BumpNormals  and  Ambient Occlusion  Outputs enabled.  This same setup with the V-Ray BakerTool is repeated for the Basket low and high poly geometries. Again, in the Output tab, enable only the  Diffuse ,  BumpNormals  and  Ambient Occlusion  options . To start the texture baking, press the  Execute Baking  button of the respective V-Ray BakerTool node. Note that you need different V-Ray Baker Tool node for each of the geometries - one for the balloon, another for the ropes and a third one for the basket. To bake three separate texture maps, go to each of the three V-Ray BakerTool nodes and press the  Execute Baking  button. Projection Baking with V-Ray Renderer ROP You can also bake textures using the V-Ray Renderer ROP. Let's see what steps are needed to do it. Open the  bakingViaRendererRop_start.hip  file packed with  this tutorial assets .  Here the different elements that are baked are referred as geo nodes, because V-Ray Renderer ROP baking does not support SOP nodes.  From the  /obj  create a camera. The location and direction of the camera are not important, as it is used only as a container for baking settings.  Dive into the  Baking_ROPNet  node and create a V-Ray Renderer node. Let's call it  BalloonROP . Select the newly created camera as a  Camera  and then enable the  Bake to Texture option. Once you enable the Bake to Texture option, a  Bake  tab appears with all the necessary baking options. For  Objects , select the LowRes balloon object. For  Target Objects , select the HighRes balloon object. Set  Projection Baking  to  Projection ,  Mode  to  Closest , and  Normal  to  Smooth. Render Optimization Let's optimize the render so to speed the rendering process. Go to the Renderer tab. Set the Image Sampler  Type  to  Bucket . Change the  Max Subdivs  to  12 . Disable the  Global Illumination  from the Global Illumination tab. Go to the  Options  tab >  Lights  tab and disable the  Default Lights  and  Shadows  options. Go to the Objects tab. Leave the  Candidate Objects  field empty. For  Force Objects , select the low and high Res Balloon objects. In the  Force Attributes  field enter the  fabricID  attribute. You can also leave the  Candidate Lights  field empty, as we are not interested in the beauty pass and it will speed up the render process. Render Elements We have to manually select the elements to be baked. Create a V-Ray Render Elements node, call it  balloonElements  and dive into it.   Then, we create the following elements: diffuse, bumpnormals, reflect, reflection glossiness, ambient occlusion, user attribute.    Diffuse:  Create a  V-Ray Color Channel (RE)  and change its Type to  Diffuse . Call the node  diffuse  as this name is used by default for the (render) element when saved. Connect it to the first input of the channelsContainer. Bump-normals: Create a  V-Ray Bump Normals (RE)  node and call it  bumpNormals . Connect it to the next input of the channelsContainer. Reflect:  Create a  V-Ray Reflection Glossiness (RE)  and set its  Type  to  RawReflectionFilter . Rename it to  reflect  and connect it to the next input of the channelsContainer.  Reflection Glossiness:  Create a  V-Ray Reflection Glossiness (RE)  and call it  reflGloss . Connect it to the next input of the channelsContainer.  Ambient Occlusion:  This element is created in two steps:  Create a  V-Ray ExtraTex (RE)  and call it  ao . Connect it to the next input of the channelsContainer. Create a V-Ray Dirt node and connect it to the input of the extraTex element from the previous step. Change its  Radius  to 0.3, enable the  Subdivs As Samples  option and set the  Subdivs  to 6. User attribute: The creation of this element also requires two steps: Create a  V-Ray ExtraTex (RE)  and call it  borders . Connect it to the next input of the channelsContainer. Create a  V-Ray User Color  node. Place "border" in the attribute field and connect the output of this node to the input of the V-Ray ExtraTex (RE) from step 1. Now let's render those elements. Go out of the  BallonElements  node and select the  balloonROP  node. In the  Images  tab >  Network  drag and drop the  balloonElements . We are ready to  Render to Disk. Ropes and Basket Settings In order not to repeat all of the steps from the beginning, let's copy the  balloonROP  and  balloonElements  and change their names respectively to  ropesROP  and  ropesElements . Navigate to the  Bake  tab and choose the ropes low and high res polys as  Objects  and  Target Objects . Then in the Objects tab, amend the  Force Objects  to high and low res ropes objects. Delete the  fabricID  attribute from the  Forced Attributes  field. Dive into the  ropesElements  node and delete all elements but  diffuse ,  bumpNormals  and  ambient occlusion . Go one level up and from  ropesROP  press the  Render to Disk  button. Repeat the same steps for the basket. Note that you need a separate ROP node for each of the three geometries - balloon, ropes and basket. The baking steps are repeated for each of those three.