RfM
Baking 2D Textures


return to main index




Introduction

Version 21 of RfM introduced a very convenient PxrBakeTexture node that enables a procedural pattern to be baked as a texture map. For example the pattern shown in figure 1 was baked as the map shown in figure 2.



Figure 1



Figure 2 - baked texture map


The shading network shows the PxrBakeTexture node wired between the PxrOSL node that produces the procedural pattern and "Diffuse Color" input of PxrSurface.



Figure 3


Basic Setup

Once the PxrBakeTexture node has been wired between the node that generates a pattern and the Bxdf, say PxrSurface.DiffuseColor, set a path to the texture to be baked.



Figure 4


The path can be explicit, for example,
    C:/Users/jdoe/Documents/torii._MAPID_.exr
Or, it can be specified using variables whose values will be substituted by a TCL interpretor,
    ${RMSPROJ}/renderman/${OBJPATH}._MAPID_.exr
For example, the expression shown above uses two variables that are defined by RfM,
    RMSPROJ (example: "C:/Users/jdoe/Documents/maya/projects/foo")
    OBJPATH (example: "pCube2")
Consequently, the path specified by the expression might be,

C:/Users/jdoe/Documents/maya/projects/foo/renderman/pCube2._MAPID_.exr



Preview Workflow

Set the Render Mode to "Input".



Figure 5


Render the scene in the normal way to confirm the pattern is still "working".

Baking Workflow

Set the Render Mode to "Texture".



Figure 6


Render the scene using Bake Render".



Figure 7


Once a "good" bake has been achieved reset the Render Mode to "Automatic". Subsequent renders will ignore the shading network and, instead, use the pre-baked texture.







© 2002- Malcolm Kesson. All rights reserved.