{"id":10277,"date":"2025-01-04T11:25:39","date_gmt":"2025-01-04T11:25:39","guid":{"rendered":"https:\/\/3dcoat.com\/documentation\/?post_type=manual_documentation&#038;p=10277"},"modified":"2025-01-17T12:02:39","modified_gmt":"2025-01-17T12:02:39","slug":"light-baking-tool","status":"publish","type":"manual_documentation","link":"https:\/\/3dcoat.com\/documentation\/manual\/interface-and-navigation\/edit-menu\/light-baking-tool\/","title":{"rendered":"Light Baking Tool"},"content":{"rendered":"\n<p>Sometimes&nbsp;you need to&nbsp;bake all&nbsp;lighting into the diffuse color of the texture. <br \/>Open shader ball for example, fill layer with any reflective Smart Material, bake your reflection and it creates reflection layer &nbsp;in texture. <br \/>It picks up any light you have set up in render room, including environment&nbsp;light (To change baked illumination change the environment map). <\/p>\n\n\n\n<figure class=\"wp-block-video aligncenter\"><video height=\"1080\" style=\"aspect-ratio: 1920 \/ 1080;\" width=\"1920\" controls src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2025\/01\/Light-baking.mp4\"><\/video><\/figure>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\">\n<p>If bake is too dark&nbsp;try modifying&nbsp;setting intensity.&nbsp;<\/p>\n<\/blockquote>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter\"><img decoding=\"async\" width=\"600\" height=\"259\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/lightbasedcurvature.jpeg\" alt=\"\" class=\"wp-image-2399\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/lightbasedcurvature.jpeg 600w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/lightbasedcurvature-300x130.jpeg 300w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/lightbasedcurvature-18x8.jpeg 18w\" sizes=\"(max-width: 600px) 100vw, 600px\" \/><\/figure>\n<\/div>\n\n\n<p><em>If you wish to bake light without environment &#8220;light from render room&#8221; is not necessary anymore, because you can achieve the same result by using &#8220;light and reflections&#8221; in flat shading mode.<\/em><\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Map Type<\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"555\" height=\"276\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2025\/01\/image.png\" alt=\"\" class=\"wp-image-10305\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2025\/01\/image.png 555w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2025\/01\/image-300x149.png 300w\" sizes=\"(max-width: 555px) 100vw, 555px\" \/><\/figure>\n<\/div>\n\n\n<p><strong>Light Based Curvature<\/strong>: more correctly calculates the result on UV Overlap; black areas no longer appear on different objects which have the same UV coordinates.<br \/><strong>Thickness:<\/strong>&nbsp;Similar to AO, it casts rays from the surface of the mesh to the inside (modifying <em>radius<\/em> value). It can be used in SSS shading.<br \/><strong>Light From Render Room:<\/strong>&nbsp;If you wish to bake light without an environment, use \u201clight from render room\u201d instead of \u201cLight and Reflections.<br \/><strong>Subsurface Scattering:<\/strong>&nbsp;Use this settings to get rid of the dirty shadow lines on the subsurface scattering.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter\"><img decoding=\"async\" width=\"1024\" height=\"576\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/sss-1-1024x576.png\" alt=\"\" class=\"wp-image-9257\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/sss-1-1024x576.png 1024w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/sss-1-300x169.png 300w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/sss-1-768x432.png 768w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/sss-1-1536x864.png 1536w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/sss-1.png 1919w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n<\/div>\n\n\n<p><strong>Translucent:<\/strong> A translucency color map can be used to vary the translucent color of a surface. Use it to recreate glassy materials. <br \/><strong>Bent Normals:<\/strong>&nbsp;<a href=\"https:\/\/docs.unrealengine.com\/4.27\/en-US\/RenderingAndGraphics\/Materials\/BentNormalMaps\/\" target=\"_blank\" rel=\"noreferrer noopener\">Benefits of Using Bent Normals<\/a>. They combine the ao and&nbsp;<em>normal<\/em>&nbsp;map together to get better occlusion for indirect light and reflection.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter\"><img decoding=\"async\" width=\"600\" height=\"252\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/bent_normals.jpeg\" alt=\"\" class=\"wp-image-2401\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/bent_normals.jpeg 600w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/bent_normals-300x126.jpeg 300w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/bent_normals-18x8.jpeg 18w\" sizes=\"(max-width: 600px) 100vw, 600px\" \/><\/figure>\n<\/div>\n\n\n<p><strong>Light and Reflections:<\/strong>&nbsp;fill the layer with any reflective Smart Material, bake your reflection, and it creates a  reflection layer in the texture layer. <\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"561\" height=\"200\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2025\/01\/image-2.png\" alt=\"\" class=\"wp-image-10310\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2025\/01\/image-2.png 561w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2025\/01\/image-2-300x107.png 300w\" sizes=\"(max-width: 561px) 100vw, 561px\" \/><\/figure>\n<\/div>\n\n\n<p>It picks up any light you have set up in the render room, including the environment&nbsp;light.<br \/><strong>Local Curvature:<\/strong>&nbsp;calculates curvature on objects with a normal map and analyzes the model\u2019s curvature in many projections pixel by pixel, which allows you to get a more accurate and beautiful result. The radius and intensity can be adjusted.<br \/><strong>Local Curvature RGB:<\/strong>&nbsp;Bakes curvature with radius 1, 20, and 100 to RGB channels, respectively. (Use RGB cavity as the default cavity calculation method can be set on Preferences).<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">RGB Cavity map<\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p>The new RGB cavity was introduced as a possible default calculation method. In this case, the multi-range cavity will be calculated on the GPU, and additional control in UI of conditions\/smart materials will appear, the \u201cCavity width.\u201d It allows for variation in the cavity width\/smoothing in real time, which is very important for realistic PBR texturing.<\/p>\n\n\n\n<p>Cavity width (using the RGB cavity) may be used for smart materials for each layer separately. Each material layer has its own cavity width settings. It allows for much better effects for \u201caging\u201d materials, like several differently \u201caged\u201d layers of paint.<\/p>\n\n\n\n<p>RGB cavity is a multi-range cavity texture, each channel corresponds to a different cavity scale. B is the local cavity, G is a middle-range cavity, and R is the far-range cavity.<\/p>\n\n\n\n<p>If you already have the old cavity layer in the scene, you need to delete it to use this feature. This is a very significant feature for the PBR painting over the texture\/mesh.<br \/>If the RGB cavity is enabled by default and you are loading the scene that has the old-style cavity layer, the Coat will warn you that it is better to re-calculate the cavity to get better control.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter\"><img decoding=\"async\" width=\"500\" height=\"264\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/curvature_warning.jpeg\" alt=\"\" class=\"wp-image-2402\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/curvature_warning.jpeg 500w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/curvature_warning-300x158.jpeg 300w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/curvature_warning-18x10.jpeg 18w\" sizes=\"(max-width: 500px) 100vw, 500px\" \/><\/figure>\n<\/div>\n\n\n<h3 class=\"wp-block-heading\">Global (light based) curvature and local curvature are related to the geometry of a surface. <\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p><strong>Global (light based) curvature <\/strong>refers to the overall shape of a surface and is a measure of how much the surface deviates from being flat.<br \/>For example, a sphere has positive global curvature, while a plane has zero global curvature.<\/p>\n\n\n\n<p><strong>Local curvature<\/strong>, on the other hand, refers to the curvature of a surface at a particular point or over a small region.<br \/>This curvature can be different from the global curvature and can vary from point to point on a surface.<br \/>For example, a sphere has positive local curvature everywhere, while a parabolic cylinder has positive local curvature in some regions and negative local curvature in others.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Tutorials<\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p><strong><a href=\"https:\/\/youtu.be\/ZDwyvAj0Wag?list=UUz7E0meXd2yMj4TKY2h0Rbg\" target=\"_blank\" rel=\"noreferrer noopener\">Light Baking Tool<\/a>:<\/strong>&nbsp;This video covers the Light Baking tool in 3DCoat.<\/p>\n\n\n\n<p><strong><a href=\"https:\/\/youtu.be\/odwCdLEkjLA\">Baking Lighting &amp; Reflections in Unlit Shader:<\/a> <\/strong>This video briefly shows how to bake a PBR material along with reflections and lighting into a texture for an unlit shader.<\/p>\n","protected":false},"author":3,"featured_media":0,"parent":2224,"menu_order":4,"template":"","manualdocumentationcategory":[9],"manual_doc_tag":[173],"class_list":["post-10277","manual_documentation","type-manual_documentation","status-publish","hentry","manualdocumentationcategory-manual","manual_doc_tag-light-baking-tool"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.3 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Light Baking Tool - 3DCoat Documentation<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/3dcoat.com\/documentation\/manual\/interface-and-navigation\/edit-menu\/light-baking-tool\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Light Baking Tool - 3DCoat Documentation\" \/>\n<meta property=\"og:description\" content=\"Sometimes&nbsp;you need to&nbsp;bake all&nbsp;lighting into the diffuse color of the texture. 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