[Bf-docboard-svn] bf-manual: [7739] branches/blender-2.92-release/blender_docs/manual/render/cycles/baking.rst: Formating edits to cycles baking

Aaron Carlisle noreply at blender.org
Tue Feb 9 00:28:26 CET 2021


Revision: 7739
          https://developer.blender.org/rBM7739
Author:   Blendify
Date:     2021-02-09 00:28:26 +0100 (Tue, 09 Feb 2021)
Log Message:
-----------
Formating edits to cycles baking

There was also a lot of missing information which for now is added as tooltip copies

Modified Paths:
--------------
    branches/blender-2.92-release/blender_docs/manual/render/cycles/baking.rst

Modified: branches/blender-2.92-release/blender_docs/manual/render/cycles/baking.rst
===================================================================
--- branches/blender-2.92-release/blender_docs/manual/render/cycles/baking.rst	2021-02-08 21:03:46 UTC (rev 7738)
+++ branches/blender-2.92-release/blender_docs/manual/render/cycles/baking.rst	2021-02-08 23:28:26 UTC (rev 7739)
@@ -4,11 +4,6 @@
 Render Baking
 *************
 
-.. admonition:: Reference
-   :class: refbox
-
-   :Panel:     :menuselection:`Render --> Bake`
-
 Cycles shaders and lighting can be baked to image textures.
 This has a few different purposes, most commonly:
 
@@ -41,55 +36,142 @@
 Settings
 ========
 
-Bake Types
-----------
+.. admonition:: Reference
+   :class: refbox
 
-Combined
-   Bakes all materials, textures, and lighting except specularity.
+   :Panel:     :menuselection:`Render --> Bake`
 
-   The passes that contribute to the combined pass can be toggled individually to form the final map.
-Ambient Occlusion
-   Bakes ambient occlusion as specified in the World panels. Ignores all lights in the scene.
+.. _bpy.ops.object.bake:
 
-Shadow
-   Bakes shadows and lighting.
-Normal
-   Bakes normals to an RGB image.
+Bake
+   Perform the baking operation.
 
-   Space
-      Normals can be baked in different spaces:
+.. _bpy.types.RenderSettings.use_bake_multires:
 
-      Object
-         Normals in object coordinates, independent of object transformation, but dependent on deformation.
-      Tangent
-         Normals in tangent space coordinates, independent of object transformation and deformation.
-         This is the default, and the right choice in most cases, since then the normal map can be used for
-         animated objects too.
-   Swizzle R, G, B
-      Axis to bake into the red, green and blue channel.
+Bake from Multires
+   Bake directly from multires object.
 
-   For materials the same spaces can be chosen in the image texture options
+Bake Type
+   Type of pass to bake.
+
+   :Combined:
+      Bakes all materials, textures, and lighting except specularity.
+      The passes that contribute to the combined pass can be toggled individually to form the final map.
+   :Ambient Occlusion:
+      Bakes ambient occlusion as specified in the World panels. Ignores all lights in the scene.
+   :Shadow:
+      Bakes shadows and lighting.
+   :Normal:
+      Bakes normals to an RGB image.
+   :UV:
+      Mapped UV coordinates, used to represent where on a mesh a texture gets mapped too.
+      This is represented through the red and green channels of the image,
+      the blue channel is encoded with a constant value of 1 but does not hold any information.
+   :Roughness:
+      Bakes the roughness pass of a material.
+   :Emit:
+      Bakes Emission, or the Glow color of a material.
+   :Environment:
+      Bakes the environment (i.e. the world surface shader defined for the scene) onto
+      the selected object(s) as seen by rays cast from the world origin.
+   :Diffuse:
+      Bakes the diffuse pass of a material.
+   :Glossy:
+      Bakes the glossiness pass of a material.
+   :Transmission:
+      Bakes the transmission pass of a material.
+
+
+Influence
+---------
+
+.. rubric:: Combined
+
+.. _bpy.types.BakeSettings.use_pass_direct:
+
+Lighting
+   Direct
+      Add direct lighting contribution.
+
+   .. _bpy.types.BakeSettings.use_pass_indirect:
+
+   Indirect
+      Add indirect lighting contribution.
+
+   .. _py.types.BakeSettings.use_pass_diffuse:
+
+Contributions
+   Diffuse
+      Add diffuse contribution.
+
+   .. _bpy.types.BakeSettings.use_pass_glossy:
+
+   Glossy
+      Add glossy contribution.
+
+   .. _bpy.types.BakeSettings.use_pass_transmission:
+
+   Transmission
+      Add transmission contribution.
+
+   .. _bpy.types.BakeSettings.use_pass_ambient_occlusion:
+
+   Ambient Occlusion
+      Add ambient occlusion contribution.
+
+   .. _bpy.types.BakeSettings.use_pass_emit:
+
+   Emit
+      Add emission contribution.
+
+
+.. rubric:: Diffuse, Glossy, Transmission
+
+Contributions
+   Direct
+      See :ref:`above <bpy.types.BakeSettings.use_pass_direct>`.
+   Indirect
+      See :ref:`above <bpy.types.BakeSettings.use_pass_indirect>`.
+
+   .. _bpy.types.BakeSettings.use_pass_color:
+
+   Color
+      Colorize the pass.
+
+      - If only *Color* is selected you get the pass color,
+        which is a property of the surface and independent of sampling refinement.
+      - If *Color* is not selected, you get the direct and/or indirect contributions in gray-scale.
+      - If *Color* and either *Direct* or *Indirect* are selected, you get the direct and/or indirect contributions colored.
+
+
+.. rubric:: Normal
+
+.. _bpy.types.BakeSettings.normal_space:
+
+Space
+   Normals can be baked in different spaces:
+
+   For materials, the same spaces can be chosen in the image texture options
    next to the existing *Normal Map* setting. For correct results,
    the setting here should match the setting used for baking.
 
-UV
-   Mapped UV coordinates, used to represent where on a mesh a texture gets mapped too.
-   This is represented through the red and green channels of the image,
-   the blue channel is encoded with a constant value of 1 but does not hold any information.
-Emit
-   Bakes Emission, or the Glow color of a material.
-Environment
-   Bakes the environment (i.e. the world surface shader defined for the scene) onto
-   the selected object(s) as seen by rays cast from the world origin.
-Diffuse, Glossy, Transmission
-   Bakes the diffuse, glossiness, or transmission pass of a material.
+   :Object:
+      Normals in object coordinates, independent of object transformation, but dependent on deformation.
+   :Tangent:
+      Normals in tangent space coordinates, independent of object transformation and deformation.
+      This is the default, and the right choice in most cases, since then the normal map can be used for
+      animated objects too.
 
-   - If only color is selected you get the pass color,
-     which is a property of the surface and independent of sampling refinement.
-   - If color is not selected, you get the direct and/or indirect contributions in gray-scale.
-   - If color and either direct or indirect are selected, you get the direct and/or indirect contributions colored.
+.. _bpy.types.BakeSettings.normal_r:
+.. _bpy.types.BakeSettings.normal_g:
+.. _bpy.types.BakeSettings.normal_b:
 
+Swizzle R, G, B
+   Axis to bake into the red, green and blue channel.
 
+
+.. _bpy.types.BakeSettings.use_selected_to_active:
+
 Selected to Active
 ------------------
 
@@ -96,10 +178,10 @@
 Bake shading on the surface of selected objects to the active object.
 The rays are cast from the low-poly object inwards towards the high-poly object.
 If the high-poly object is not entirely involved by the low-poly object, you can tweak the rays start point with
-*Ray Distance* or *Cage Extrusion* (depending on whether or not you are using cage).
+*Max Ray Distance* or *Extrusion* (depending on whether or not you are using cage).
 For even more control you can use a *Cage Object*.
 
-.. note:: Memory Usage
+.. note::
 
    There is a CPU fixed memory footprint for every object used to bake from.
    In order to avoid crashes due to lack of memory, the high-poly objects can be joined before the baking process.
@@ -106,6 +188,8 @@
    The render tiles parameter also influence the memory usage, so the bigger the tile the less overhead you have,
    but the more memory it will take during baking (either in GPU or CPU).
 
+.. _bpy.types.BakeSettings.use_cage:
+
 Cage
    Cast rays to active object from a cage.
    A cage is a ballooned-out version of the low-poly mesh created either automatically
@@ -113,9 +197,13 @@
    When not using a cage the rays will conform to the mesh normals. This produces glitches on the edges,
    but it is a preferable method when baking into planes to avoid the need of adding extra loops around the edges.
 
+   .. _bpy.types.BakeSettings.cage_object:
+
    Cage Object
       Object to use as cage instead of calculating the cage from the active object with the *Cage Extrusion*.
 
+.. _bpy.types.BakeSettings.cage_extrusion:
+
 Cage Extrusion
    Distance to use for the inward ray cast when using *Selected to Active* and *Cage*.
    The inward rays are casted from a version of the active object with disabled Edge Split Modifiers.
@@ -128,6 +216,8 @@
       you can create a copy of the base mesh and modify it to use as a *Cage*.
       Both meshes need to have the same :term:`Topology` (number of faces and face order).
 
+.. _bpy.types.BakeSettings.max_ray_distance:
+
 Max Ray Distance
    Distance to use for the inward ray cast when using *Selected to Active*.
    Ray distance is only available when not using *Cage*.
@@ -136,7 +226,12 @@
 Output
 ------
 
+.. _bpy.types.BakeSettings.margin:
+
 Margin
    Baked result is extended this many pixels beyond the border of each UV "island", to soften seams in the texture.
+
+.. _bpy.types.BakeSettings.use_clear:
+
 Clear Image
    If selected, clears the image before baking render.



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