2008
TIP You can reset the cage (on the Cage rollout on page 1563 ), because UV
Match does not use it.
Use Cage When on, bases projection on the Projection modifier's cage
sub-object. When off, uses an offset instead. Default=on.
Offset Enabled only when Use Cage is turned off. Offset is the distance above
the surface of the source object from which normals are projected. Default=10.0
units.
Resolve Hit group
The two radio buttons are for scenes that have semitransparent objects, in
which case more than one hit can be found for each ray. The remaining
controls in this group are additional projection controls.
■ Closest If there are multiple hits, use the closest object.
■ Furthest (The default.) If there are multiple hits, use the farthest object.
Hit Only Matching Material ID When on, projection is only between material
IDs that match. Turning this option on enables a single map to contain normal
bump projections from different high-res source geometry. Default=off.
Include Working Model When on, bakes from the source object if no target
object can be found. Default=off.
Turning on Include Working Model can be a quick fix when a lot of the
projected rays miss the target object (the Ray Miss Color will be apparent in
the rendered normals map). However, if the low-res object occludes the high-res
object, then Include Working Model will not have the desired effect, and the
normal map will not show high-res details that you want it to. In this case,
adjust the Projection modifier's cage.
This toggle is also useful when the high-res geometry is discontinuous (for
example, a lattice or an array of cylinders).
Ray miss check When on, bakes missed rays as well as rays that hit into the
rendered texture, using the Ray Miss Color. Default=on
■ Ray miss color This color is baked into the texture when projection fails
to hit the target geometry. Click the color swatch to display a
Color Selector
on page 331 and change the color used for missed rays. Default=red.
Render to Texture Dialog | 6217