This page gives information about V-Ray Bake Elements that can be output when rendering to textures in 3ds Max.
Overview
The Render to Texture feature in 3ds Max includes several V-Ray output elements (bake elements) in addition to the standard 3ds Max output elements. These V-Ray bake elements correspond to V-Ray Render Elements.
Bake Elements
The following bake elements are available through the Add Texture Elements dialog. For information on the type of image or data included in each bake element, see the page for the corresponding Render Element.
Bake Element | Corresponding Render Element |
---|---|
VRayBumpNormalsMap | VRayBumpNormals |
VRayCausticsMap | VRayCaustics |
VRayCompleteMap | RGB_Color |
VRayDiffuseFilterMap | VRayDiffuseFilter |
VRayExtraTexMap 1 | VRayExtraTex |
VRayGlobalIlluminationMap | VRayGlobalIllumination |
VRayLightingMap | VRayLighting |
VRayMatteShadowMap | VRayMatteShadow |
VRayMtlReflectGlossinessBake | VRayMtlReflectGlossiness |
VRayMtlReflectHillightGlossinessBake | VRayMtlReflectHighlightGlossiness |
VRayMtlReflectIORBake | VRayMtlReflectIOR |
VRayMtlRefractGlossinessBake | VRayMtlRefractGlossiness |
VRayNormalsMap | VRayNormals |
VRayRawDiffuseFilterMap | VRayRawDiffuseFilter |
VRayRawGlobalIlluminationMap | VRayRawGlobalIllumination |
VRayRawLightingMap | VRayRawLighting |
VRayRawReflectionFilterMap | VRayRawReflectionFilter |
VRayRawRefractionFilterMap | VRayRawRefractionFilter |
VRayRawRefractionMap | VRayRawRefraction |
VRayRawShadowMap | VRayRawShadow |
VRayRawTotalLightingMap | VRayRawTotalLighting |
VRayReflectionFilterMap | VRayReflectionFilter |
VRayRefractionFilterMap | VRayRefractionFilter |
VRayRefractionMap | VRayRefraction |
VRaySelfIlluminationMap | VRaySelfIllumination |
VRayShadowMapBake | VRayShadows |
VRayTotalLightingMap | VRayTotalLighting |
Notes
1 – The map for this element can only be set through MAX Script. To do that, add the bake element like any other. Open MAXScript listener and type the following code commands:
bp=$.iNodeBakeProperties (You need to have the object selected to perform this command)
bel=bp.GetBakeElement(1) (The number in brackets corresponds to the bake element creation order.)
The map is set in the bel.texture property.