[Bf-cycles] Cycles Baking Development

Dalai Felinto dfelinto at gmail.com
Fri Feb 7 18:17:02 CET 2014

(cross post to bf-cycles and bf-gamedev)

The development of baking for Cycles is at a stage where it can use
some feedback. I'm interested on corner cases where baking fails, and
would like to hear ideas on how people plan to use it in production.
(e.g., which passes are to be used how).

You can see some images of Caminades, OSL baking and more info:
* http://dalaifelinto.com/?p=990

The supported passes for Cycles are:

Data Passes
* Normal
* UV
* Diffuse/Glossy/Transmission/Subsurface/Emit Color

Light Passes
* AO
* Combined
* Shadow
* Diffuse/Glossy/Transmission/Subsurface/Emit Direct/Indirect

Note, as frustrated as it may be, this work does not handle cage
support. I heard on G+ that without cage nothing of this make sense,
but that's how we planned the development.

Cycles is being used to test the new design for the Baking code, and
we will be able to slowly improve the base Blender code on top of

The code is here:
* https://github.com/dfelinto/blender-git/tree/bake-cycles

Currently known issues:
* Seams: AO baking is producing some obnoxious seams. (not so much now
that Im' using white as the background, but still, I would like to see
how to implement 'margin')

* Displacement: If anything is connected to the Displacement socket of
the Material Output, the light passes render as black


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