vrBakeTypes¶
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class
vrBakeTypes
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class
BakeType
¶ Defines which bake data will be used for rendering.
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class
BakeState
¶ Defines the bake state of a node.
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class
DirectIlluminationMode
¶ Defines the kind of bake data which is generated as well as the mode used for rendering.
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class
IlluminationQuality
¶ Defines a quality level for the direct and indirect vertex bake sampling (per vertex).
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Preview
¶ 8×8 (hemisphere) samples for both, direct and indirect illumination calculation.
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Low
¶ 16×16 (hemisphere) samples for both, direct and indirect illumination calculation.
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Medium
¶ 32×32 (hemisphere) samples for direct and 24x24 samples for indirect illumination calculation.
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High
¶ 48x48 (hemisphere) samples for direct and 32x32 samples for indirect illumination calculation.
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Highest
¶ 64x64 (hemisphere) samples for direct and 48x48 samples for indirect illumination calculation.
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UltraHigh
¶ 128×128 hemisphere samples (only valid for direct illumination calculation).
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class
AmbientOcclusionWeight
¶ Defines how the ambient occlusion samples in the hemisphere above the calculation point are weighted.
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class
UVGeneration
¶ Defines the generation method used for creating Lightmap UV Sets.
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TriplanarAndLayout
¶ The triplanar projection mode and settings for the UV Editor “Layout” tab (except island and tile padding) are used for creating the Lightmap UV Sets.
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UnfoldAndLayout
¶ The current settings from the UV Editor in the “Unfold” and “Layout” tabs (except island and tile padding) are used for creating the Lightmap UV Sets.
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class
SubdivisionQuality
¶ Defines the quality mode which is used for the subdivision calculation. Subdivision smoothes the baking result by subdividing the mesh into smaller triangles.
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Low
¶ Subdivides up to two times, if the difference in intensities between the vertices of an edge is above the intensity threshold.
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Medium
¶ Subdivides up to two times, if the difference in intensities between the vertices of an edge, or the edge midpoint of the triangle edge, is above the intensity threshold.
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High
¶ Subdivides up to four times, if the difference in intensities between the vertices of an edge, or the edge midpoint, is above the intensity threshold.
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class
Renderer
¶ Defines which raytracer should be used for computing the lightmaps.
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class
DenoiserType
¶ Defines which denoiser is used to denoise the lightmap.
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class