Texture Baking
A process in which scene lighting is "baked" into a texture map based on an object's UV texture coordinates. The resulting texture can then be mapped back onto the surface to create realistic lighting in a real-time rendering environment. This technique is frequently used in game engines and virtual reality for creating realistic environments with minimal rendering overhead.
So I get this description when I search in the Octane documentation, and this is exactly what I want to do.
How is this possible using Octane Render for LightWave?