


Specifies which group ID should be baked. You can save these baked textures and reuse them easily, for example in Unity or Unreal. If you set "Bake Group ID" to 2 or 3 in the Octane Camera Tag / Baking options, you'll get the result you see in the picture below. Now create one Octane Camera (now you know how to create one) and click on Camera Tag. Make a "Bake ID" 2 for the Dog object here. To do this, first create an "Octane Object Tag" for both objects and go to the "Object Layer" tab in the Tag window. In this scene, you want to bake the texture of both the Dog object and the Plane object. Let's say you have a scene like the picture below. Let's explain how to do object-based bake operation. You have 2 options for bake: you either bake the whole of the scene (not recommended) or bake on an object basis. When the UV Map and textures are done, you can now ready for the camera bake. What you need to be aware of when UV unwrapping is that UV islands do not overlap. For camera baking to work properly, your objects in the scene must have absolutely neatly opened UV maps. Get ready for the main action after the scene is done: UV UNWRAP. So, do what you need in a classic scene setup. Make your objects' material and texture setups. Now let's briefly explain how to do this, and at the end of the chapter we will explain the options of Camera baking. With the use of camera baking you'll keep specular, reflection and other properties. Texture creation is an indispensable technique for game engines. You will benefit both from render times and you will have quality texture output. Using this camera type, you can bake the textures that your objects in your scene have, and reuse them for other processes (eg game engines, compositing etc.). This is where you will use the tool "Baking". So you have both high quality and realistic textures and you will be eliminated the limited texture capabilities of game engines. You want to use the textures you created in Octane for the game engine. Suppose you use Cinema 4D and Octane for asset generation and Unity or Unreal for game production.


Let's say you're working on a game project.
