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Feb 08 2016In-Product View
5. Click Render.
After you click Render in the Render To Texture dialog, a number of things happen. (This is a typical set
of events; the dialog gives you a lot of control over how texture baking actually occurs.)
The elements you chose are rendered, each to its separate bitmap file.
By default, the texture type is Targa, and the element maps are placed in the \images subfolder of
the folder where you installed 3ds Max.
The new textures are “flat”: In other words, they are organized according to groups of object faces.
In the modifier stack, a new modifier is applied to the object. It is called Automatic Flatten UVs. It is
simply an Unwrap UVW modifier, automatically applied.
This modifier manages the mapping of the flattened texture to faces of the object, and lets you adjust
that mapping if necessary.
A Shell material is applied to the object. This material is a container for both the object's original
material (you don't lose those maps and settings), and the newly created baked material, with its
new textures.
The Shell material lets you access both materials and adjust their settings, if necessary. It also lets
you choose which material to view, the original material or the texture-baked material, in shaded
viewports or in renderings.
New shell material contains the banana's original material (below left) and the baked texture
(below right).
Related Reference
Unwrap UVW Modifier
Related Information
Shell Material for Texture Baking
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