Ptex baking
U Resolution - The resolution in the U direction in texture space is 2 ^ res_u.
V Resolution - The resolution in the V direction in texture space is 2 ^ res_v. World Space Resolution - If true then the resolution for each texture will be calculated adaptively, based on the size of the corresponding geometry. Samplers per pixel - The number of samples shaded for each texel will be the square of this number. Surface offset - An offset along the geometric surface normal at which to perform shading in order to avoid surface acne. Force quadrangular texture - If true the textures will be quadrangular even if the mesh is purely triangular. Generate mipmaps - True to generate mipmaps and false otherwise. Multichannel Ptex File - If this is true then all render elements will be baked into one Ptex file. U/V Border Mode - Type of border mode in U direction Data Format - Type of texel data Projection Baking - when checked will perform projection baking, otherwise - normal baking. Mode - Outside Geometry
- Inside Geometry
- Outside first, then inside
- Inside first, then outside
- Closest
Normal - Smooth normal - use interpolated normal.
- Geometry normal - use face normal.
Max Depth - Geometry that is intersected further than this value along the ray will be ignored. If the value is zero then no geometry will be ignored. Include faces degrees - If true then meta data containing the degree of each mesh polygon will be included in the Ptex files. Include faces vertices - If true then meta data containing the vertices of each mesh polygon will be included in the Ptex files. Include vertex positions - If true then meta data containing the positions of all vertices will be included in the Ptex files. |