In this tutorial you’ll discover:
Baking is the process of calculating and saving the cycles light data directly onto the objects themselves. Meaning they can then be viewed in realtime:
This makes it immensely helpful for game development, as well as camera fly through animations.
It works by UV unwrapping the object, creating a blank image and baking the light data onto it.
Some ready made scenes to explore:
And here’s a tip from Dalai that wasn’t in the tutorial: You can select multiple objects and bake them at the same time :)
1. Select the Plane and UV Unwrap it.
2. Create a blank image as placeholder.
3. Proceed to the Node Editor and add an Image Texture and make it the active selection.
4. Proceed to the Render Panel and click Bake, as seen below.
5. Unwrap the Cube and repeat steps 2 to 4.
6. Attach an Emission shader to the materials, as seen below.
Baking a scene with Textures
1. Create a node setup like you would normally:
2. In the node editor, select the ‘floor’ image texture node, then in the render settings, click Bake.
1. Add the Suzanne monkey head and add a simple Glass shader.
2. Select the floor, create a new image in the UV image editor, and in the bake settings, choose Diffuse Indirect.
3. Combine this baked image with your normal render, by plugging it into an emission shader and Add Shader as shown:
Voila! You now have baked caustics that can be used to save time in animations.
Now you know the basics, give it a shot!
Not working or just returning a black image? Make sure: