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?
Texture Baking
Moderator: juanjgon
- 3dreamstudios
- Posts: 479
- Joined: Fri Apr 03, 2015 8:55 pm
I believe what your looking for is the Camera: Baking node. It's found under Octane Render Target group. If you want open the node editor and and in the search/filter box at the top enter bak...it will show up.
I have not sued it, but I think this is what your wanting. Good luck!
I have not sued it, but I think this is what your wanting. Good luck!
Yes, the camera baking node should work. Check the Standalone docs, the workflow in LW is the same. At some point, I hope that really soon, the LW docs will be updated with all these new features 
https://docs.otoy.com/StandaloneH_STA/S ... Camera.htm
Thanks,
-Juanjo

https://docs.otoy.com/StandaloneH_STA/S ... Camera.htm
Thanks,
-Juanjo