Method

This node allows lighting to be baked/cached, meaning that it can be calculated once and then the result be reused in subsequent frames in order to improve performance.

All objects which are parented directly or indirectly to the Bake Lighting node will bake all the lights connected to the Bake Lights input. This means that not all lights need to be baked for a baked object: lights not connected to the Bake Lights input will still be applied dynamically for the baked objects, and objects not under the Bake Lighting node’s hierarchy will remain dynamically lit for all lights. It is possible to see the bake results by using the Viewport Shading Option “Diffuse Illumination Map”.

Example
Nodegraph Example

Attributes

Name Description
Bake Target Determines the target used to bake too.
  • Textures, Bake to textures.
  • Vertex Colours, Bake to vertex colours.
Show Rendered Texture Preview the rendered texture. Only Functions with Texture selected in the Bake Target attribute.
Width Set the width of the rendered texture. Only Functions with Texture selected in the Bake Target attribute.
Height Set the height of the rendered texture. Only Functions with Texture selected in the Bake Target attribute.
Num Samples Per Vertex Only Functions with Vertex Colours selected in the Bake Target attribute.
Sample Spread Area Only Functions with Vertex Colours selected in the Bake Target attribute.
Disable Baking (Pass-Through) Disable baking and render all lights dynamically.
Continuous Baking The lighting is baked onto the surface of the objects continually.

Inputs

Name Description Typical Node Input
Bake Lights The lights which will be baked for the objects. Light

Outputs

The outputs section for this node is currently being worked on.