vrBakeTypes¶
-
class
vrBakeTypes¶ -
class
BakeType¶ Defines which bake data will be used for rendering.
-
class
BakeState¶ Defines the bake state of a node.
-
class
DirectIlluminationMode¶ Defines the kind of bake data which is generated as well as the mode used for rendering.
-
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.
-
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.
-
class
DenoiserType¶ Defines which denoiser is used to denoise the lightmap.
-
class