vrBakeTypes

class vrBakeTypes
class BakeType

Defines which bake data will be used for rendering.

None_

No bake data used.

Vertex

Vertex bake data used.

Texture

Texture bake data used.

class BakeState

Defines the bake state of a node.

None_

There is no bake data.

Valid

There is valid bake data for rendering.

Cleared

Rendering bake data was cleared, but last used settings still exist.

class DirectIlluminationMode

Defines the kind of bake data which is generated as well as the mode used for rendering.

AmbientOcclusion

Ambient Occlusion data is generated/used.

Shadows

Shadow data is generated/used.

LightAndShadows

Light and shadow data is generated/used.

Light

Separate illumination data from specific light sources (excluding environment) is generated/used.

class IlluminationQuality

Defines a quality level for the direct and indirect vertex bake sampling (per vertex).

Preview

8×8 (hemisphere) samples for both, direct and indirect illumination calculation.

Low

16×16 (hemisphere) samples for both, direct and indirect illumination calculation.

Medium

32×32 (hemisphere) samples for direct and 24x24 samples for indirect illumination calculation.

High

48x48 (hemisphere) samples for direct and 32x32 samples for indirect illumination calculation.

Highest

64x64 (hemisphere) samples for direct and 48x48 samples for indirect illumination calculation.

UltraHigh

128×128 hemisphere samples (only valid for direct illumination calculation).

class AmbientOcclusionWeight

Defines how the ambient occlusion samples in the hemisphere above the calculation point are weighted.

Uniform

All ambient occlusion samples have the same weight.

Cosine

Ambient occlusion samples in the direction of the surface normal have more influence on the result.

class UVGeneration

Defines the generation method used for creating Lightmap UV Sets.

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.

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.

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.

Low

Subdivides up to two times, if the difference in intensities between the vertices of an edge is above the intensity threshold.

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.

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.

class Renderer

Defines which raytracer should be used for computing the lightmaps.

CPURaytracing

The CPU raytracer is used for computing the lightmaps.

GPURaytracing

The GPU raytracer is used for computing the lightmaps.

class DenoiserType

Defines which denoiser is used to denoise the lightmap.

GPU

GPU Denoising is used if supported.

CPU

CPU Denoising is used.