If several materials are applied to the object, the various color channels will be merged according to their hierarchies and alpha channels. Use this option to bake a particular object’s Color material channel. ![]() This will ensure that the object Normals are calculated in the direction the sky is mirrored and not in the direction of the camera angle (this would lead to unwanted results because the reflection would be calculated from the camera’s angle of view). This would, for example, have an effect upon the Fresnel effect of transparent materials.Īnother example: This option should be deactivated if you have a sphere onto which you want to bake a sky reflecting onto it. Lets you define whether or not the current camera angle should influence baking. When active, this option takes into consideration (for effects created by Normals) changes made to the orientation of Normals caused by the relief channel. Otherwise only the top-most material (farthest to the right in the Object Manager) will be calculated. ![]() If the polygon selection should thereby be evaluated, the "Use Polygon Selection" option should be activated. This option is rÏelevant for the options Color, Luminance, Diffusion, Bump, Alpha and Transparency. ![]() Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D Bake Material
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