abstrax wrote:Baking texture
We added a texture that allows you to bake an arbitrary texture into an image. We implemented this mainly to allow the use of procedural textures in displacement mapping, but it may have some other uses, too. The baking uses the texture preview system and then appears like an image texture to the rest of the system. The baking is done whenever an input is changed and is calculated on-the-fly. The internal image will not be stored in the project and thus needs to be recalculated whenever the project is loaded.
With this texture node, you can utilize the full power of procedural textures and combine them with displacement, which for example makes it super easy to create alien landscapes like this:
This description of the BakingTexture node is misleading/false.
This node only support input texture using
uvProjection
,so we can't utilize the full power of procedural textures and combine them with displacement,
this is only possible with UVprojected procedurals (and this is too bad as most of the real use-case need other projection than uv for procedural, basically it's only good for plane displacement).
For any texture using any other projection (UVW, spherical, cubic, ...) the bakingtexture node just doesn't work,
it is sampling a texture projected wrongly in uvSpace instead of object/world space.
Here is the example of a simple Torus with proper UVs :