bake_texture
Bake selected objects' material maps into a target folder for game-engine export. Requires UVW channel; set output folder first with bake_set_output.
Instructions
Render To Texture:把选中对象当前材质的贴图烘焙到目标文件夹——把一个 Max 资产带外观送进游戏引擎最常用的工具。要求对象有 UVW 通道与合理的壳/偏移;否则会得到重叠 UV 与糊掉的贴图(可用 bake_set_output 先设输出)。 [English] Render To Texture: bake the selected objects' current material maps into a target folder - the single most used tool for getting a Max asset into a game engine with its look intact. The objects must have a UVW channel and a clean shell/offset, otherwise you get overlapping UVs and a smeared map. Set the output first with bake_set_output.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| size | No | 贴图边长(像素);省略用上次设置,默认 512。 | Map edge size in pixels; omit to use the last setting, default 512. | |
| folder | No | 输出文件夹;省略用上次 bake_set_output 的值或渲染输出目录。 | Output folder; omit to use the last bake_set_output value or the render output folder. | |
| format | No | 贴图格式,默认 png。 | Map format, default png. | |
| objects | No | 对象名列表;省略则用当前选择。 | Object names; omit to use the current selection. | |
| elements | No | 要烘焙的元素;省略为 diffuse+lighting。 | Elements to bake; omit for diffuse+lighting. | |
| template | No | 文件名模板,%s=对象名 %e=元素名。 | Filename template, %s=object name %e=element name. |