This page gives information about V-Ray Bake Elements that can be output when rendering to textures in 3ds Max.


Page Contents ×

Overview


The Render to Texture feature in 3ds Max includes several V-Ray output elements (bake elements) in addition to the standard 3ds Max output elements. These V-Ray bake elements correspond to V-Ray Render Elements.

 

UI Path:


 

Rendering menu > Render to Texture > Output rollout > Add button > Select bake element > Add Elements button

 

 

 

 

 

 

Bake Elements


The following bake elements are available through the Add Texture Elements dialog. For information on the type of image or data included in each bake element, see the page for the corresponding Render Element.

 

Bake ElementCorresponding Render Element
VRayBumpNormalsMapVRayBumpNormals
VRayCausticsMapVRayCaustics
VRayCompleteMapRGB_Color
VRayDiffuseFilterMapVRayDiffuseFilter
VRayExtraTexMap 1VRayExtraTex
VRayGlobalIlluminationMapVRayGlobalIllumination
VRayLightingMapVRayLighting
VRayMatteShadowMapVRayMatteShadow
VRayMtlReflectGlossinessBakeVRayMtlReflectGlossiness
VRayMtlReflectHillightGlossinessBakeVRayMtlReflectHighlightGlossiness
VRayMtlReflectIORBakeVRayMtlReflectIOR
VRayMtlRefractGlossinessBakeVRayMtlRefractGlossiness
VRayNormalsMapVRayNormals
VRayRawDiffuseFilterMapVRayRawDiffuseFilter
VRayRawGlobalIlluminationMapVRayRawGlobalIllumination
VRayRawLightingMapVRayRawLighting
VRayRawReflectionFilterMapVRayRawReflectionFilter
VRayRawRefractionFilterMapVRayRawRefractionFilter
VRayRawRefractionMapVRayRawRefraction
VRayRawShadowMapVRayRawShadow
VRayRawTotalLightingMapVRayRawTotalLighting
VRayReflectionFilterMapVRayReflectionFilter
VRayRefractionFilterMapVRayRefractionFilter
VRayRefractionMapVRayRefraction
VRaySelfIlluminationMapVRaySelfIllumination
VRayShadowMapBakeVRayShadows
VRayTotalLightingMapVRayTotalLighting

 

Notes


1 – The map for this element can only be set through MAX Script. To do that, add the bake element like any other. Open MAXScript listener and type the following code commands:

bp=$.iNodeBakeProperties (You need to have the object selected to perform this command)

bel=bp.GetBakeElement(1) (The number in brackets corresponds to the bake element creation order.)

The map is set in the bel.texture property.