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Baked Material Settings group
Output Into Source When on, replaces any target map slot in the object’s
existing material. Care should be used with this option, because the material
replacement cannot be undone.
NOTE If a selected object to be rendered has a multi/sub-object material assigned
to it, the workflow will not change and the results will be as follows: output into
source will put the resulting map in all sub-material slots that match, instancing
all identical maps, if a sub-material doesn’t have the selected output type it will
be ignored; duplicate in baked will duplicate the entire Multi/Sub-Object Material
into the baked material and perform the above output; create new baked will
create a new single standard material.
Save Source (Create Shell) Makes a new Shell material and assigns it to the
object. When this option is turned on, you can then choose to either Duplicate
Source To Baked, or to Create New Baked.
Duplicate Source To Baked Makes a copy of the existing material as the
Baked material.
Create New Baked Puts a new material in the Baked Material slot. The type
of the new material is set by the drop-down list below and subsequently
determining the available Target Map Slots in the Output rollout.
Shader list Allows you to specify a shader to be used for the newly baked
texture.
Update Baked Materials Builds a Shell material for all selected objects, and
populates the baked material according to the current Render To Texture
settings.
Clear Shell Materials Removes the
Shell material on page 5570 applied to the
texture-baked object, and replaces it with either the original material or the
texture-baked material.
The radio buttons below Clear Shell Materials give you a choice of which
material in the Shell material to retain:
■ Keep Source Materials When chosen, the original material replaces the
Shell material.
■ Keep Baked Materials When chosen, the baked material replace the Shell
material.
6210 | Chapter 18 Rendering