So lets say you have a textured model in your 3d application of
choice, and your material includes some nodes that are specific to your
3d application and renderer. As an example, say you're in 3dsmax and
are using the Arnold Renderer and used Arnold specific nodes in your
material. Now you want to either render your model in a different
renderer within the same 3d application, or
use it in another 3d application entirely (like Blender or Unreal
Engine). While some material nodes may transfer, many will not, and so
you have to completely redo your texturing. This is where Texture
Baking comes in. Texture Baking allows you to take any node or series
of nodes in your material and "bake" it into
a series of texture maps. Think of it like flattening your node tree
into a single node that calls a texture map. Editing the texture isn't
as simple as editing the nodes (you'll need to rebake), but the texture
map is compatible with almost any application you want to use. This can
let you use a different renderer, use the model in a different
application, or in some cases render the model faster in your current
application, all without having to redo your texturing. Think of
texture baking as a way to take one method for
placing your texture onto a surface and transfer it to a new placement
method (usually UVs).
Blender Example
3dsmax Example
So lets say you have a material in 3dsmax that contains an Arnold
specific map in the node tree. And you want to render it now in vray,
still incisde of 3dsmax. Time to take that texture and bake!
For this tutorial, you'll need my Soulburn
Script pack, as you'll be using the texmapBaker Script.
4) Choose the path you want to bake to (this will write out one
bitmap per object into this path, each file named after the object.)
5) Since my objects don't already have UVs, I'm choosing Automatic UV
Unwrap
6) Turn on Map Switcher, set to VrayMuliSubTex (since we're going
to render the final result in vray)
7) Hit Apply.
8) You'll now have a series of texture written out to that directory...
9) You also now have in slot 2 of your Material Editor a vray
VrayMultiSubTex map that's pointing to all of these maps...
10) And if you check out your objects, they each have an Object ID
that's been set to match the maps and their place in the Multi-Map...
11) Now replace the incomatible map in your map chain with your
newly created Multi-Map.
12) Change renderer to vray, and hit render
There you go, you can now use any map inside of vray.
There are some disadvantages of this technique:
For more information on which Switcher map to use and which ID type
to choose, read my lesson on Switchers And IDs,
Which To Use When.