Texture Baking in V-Ray 2.0

For the purposes of this post, I used Max 2012.

What is texture baking?

It’s the process of taking the image of an object in a scene and applying that image as a single map to the object.  It includes any lighting effects and can save quite a bit on rendering time while giving your material depth.

For a more detailed explanation go here.  Chipmasque explains it really well.

Now, on to baking our textures:

  • First, you need to assign V-Ray as the renderer in your scene.
    • Rendering > Render Setup > Common Tab > Assign Renderer rollout
  • In your scene you will need to use all V-Ray materials
  • Hit M to open the material editor and click on the Standard button
  • Under V-Ray Adv 2.10.01 (or the version you are using) double click on one of the V-Ray material types
  • Make your materials
    • Once your scene is ready, open Render Setup and go to the Settings tab.
  • Under the V-RAY::System rollout, check the box for Frame Stamp.  Make sure Full width is checked and Justify is set to Left.
  • If you render at this point, your scene may look quite flat.  We will fix that next.
  • Go to the V-Ray tab in Render Setup.
  • Under the V-RAY:: Image sampler (Antialiasing) rollout, set the Image sampler type to Adaptive DMC.
  • Go to the Indirect illumination tab and turn GI on.
  • Back to the V-Ray tab, go to the environment rollout and turn on GI Environment (skylight) override.  Set the multiplier to .08.
  • Now that you’ve done all that, it will take longer to render. Yes I know, we’re supposed to be making it faster to render, please don’t yell at me. We are getting there, I promise.
    • If the image looks grainy, you can adjust the DMC sampler parameters in the Settings tab.
  • Once you are happy with the quality of your render, if not the render time, we are ready to bake.
  • First things first, go back to the Settings tab and turn off Frame Stamp.
  • Now go to Rendering > Render To Texture
  • General Settings – Set the path where you want the baked textures to be saved.
  • Select the objects you want “baked” in your scene.  They will appear in the Objects to Bake rollout.
  • Under Mapping Coordinates select Use Automatic Unwrap.
  • Under the Output rollout, add VrayCompleteMap.
  • Below that you can adjust the size.  I set mine to 512 x 512.
  • Make sure you give your map a name in the name field, otherwise it just uses the default VrayCompleteMap.
  • In the Baked Material rollout choose Save Source (Complete Shell).  I believe that is the default, but just in case.
  • Select Create New Baked and keep Standard:Blinn.
  • Make sure Keep Source Materials is selected.
  • Back at the Output rollout, set the Target Map Slot to Self-Illumination.
  • Now, hit render there at the bottom of the Render to Texture window and watch it go.
  • Congratulations, you have successfully baked your textures.

About Rebecca

Like Tempest, I have a degree in Animation and Game Design from Virgina College. We graduated together and Rio is not far behind! I like modeling buildings (all kinds, not just castles) and the furnishings to go inside. In my spare time (what little there is) I paint, model, write, create mods and custom content for The Sims 3, and play all kinds of games on my PC, Wii, and PS3.
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3 Responses to Texture Baking in V-Ray 2.0

  1. ok. i think i done everything correctly,
    but now, how to render a scene with the baked materials ?
    it looks good in the viewport, but
    when i turn the light off and render all objects become black in the rendering…

    • gatessk says:

      You should be able to go to the material editor, hit the standard button, and choose the newly created baked texture. It should be named Baked_01_Default, or something very similar to that, and have a red indicator beside it on the right.

      Once you’ve done that, you might have to check to make sure the diffuse color is correct. If it isn’t, you can replace it with the diffuse map you originally used by pressing the square to the left of diffuse color; or, if you didn’t use a map, you can simply make sure that the diffuse values of your original texture and your new texture match.

  2. angelo says:

    u set your standard bake map to white because it will render black, use 255,255,255 then it will render correctly. but when u use vray camera lit areas will be darker so u need to set the f stop to a lower value. experiment it because using vraylight, to light map u will find difficulties.