Introduction to Cycles Baking


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Cycles Baking allows you to essentially “freeze” the calculated light data directly on to your meshes. Making this feature immensely useful for gaming and animations. Watch the vid to find out how.

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42 responses to “Introduction to Cycles Baking”

  1. I'm having a problem. I'm trying to bake a fairly detailed object with some modifiers like mirror and subsurf. It doesn't seem to bake properly. Am I doing something wrong? I'd like to keep the modifiers, so I can remove them afterwards to cut down in vertices.

  2. Great technique that I need to start using. Presumably though, I need to have a unique material for every object. Many of the objects in my scenes share the same material. Would the answer be to define my base materials as groups? Then for each object I could switch between the group and the baked image. Be interested to hear any comments on this

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