2008
Spread Sets the spread of the ray, creating a cone shape. With a value of 0.0
a single point is sampled; with a value of 1.0 the entire hemisphere is sampled.
Range=0.0–1.0. Default=0.8.
NOTE You can set Spread to values greater than 1.0, but only values within the
specified range are useful.
Bright Sets the color in the map where no occlusion occurs. The default
color is white. Click the swatch to change the color.
Max distance Sets the range within which geometry is probed. A value of
0.0 samples the entire scene. For non-zero values, only objects within this
range are sampled. Default 0.0.
Dark Sets the color in the map where complete occlusion occurs. The default
color is black. Click the swatch to change the color.
NOTE Colors between the Bright and Dark values are used to indicate partial
occlusion.
Falloff Defines the amount of falloff of the ray. The greater the value, the
greater the falloff. Default=1.0.
Target Map Slot Assignments
Select objects. > Rendering menu > Render to Texture > Render to Texture
dialog > Output rollout > Target Map Slot: drop-down list > Specify how baked
textures appear in the material.
When you bake textures (render to texture), you have more control for how
the baked texture displays in shaded viewports. You set these in the
Output
rollout
on page 6204 of the Render To Texture dialog. Using the Target Map
Slot assignments, you can specify in detail which maps will be rendered to
which slots of the existing material.
NOTE The first time you use Render To Texture, all Target Map Slot assignments
are blank. After you set them and render the baked texture, those settings become
the default Target Map Slot settings for future modelling sessions. 3ds Max stores
the Target Map Slot assignments in the texturebake.ini file in the plugcfg folder
within the program directory.
Target Map Slot Assignments | 6181