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Configuring Baked Textures

The Shader Baker tab provides all the options you will need to manually bake textures. The settings in this tab have no affect on the auto baking settings.

Descriptions of each option are shown below the tab image.


  • Bake Illumination: To bake lighting on to the baked texture, click in this check box to select it. To not bake the lighting, click in the check box to clear it.
  • Bake Shaders: To bake the assigned textures, click in this check box to select it. To bake without the textures so that the backed textures are grayscale, click in the check box to clear it.
  • Image Resolution: Sets the size of the baked images. The actual resolution you set should be determined by the capabilities of your video card, memory, and intended use.
  • Image Type: Sets the format of the baked textures. Click on the button to choose one of the following options: TIFF, PNG, JPEG, or BMP.

    icon-note.jpg NOTE! If the image type is set to PNG, JPEG, or BMP, the files will be saved to the storage directory as a TIFF file, then converted by Studio to the format you selected.
  • Image Path: Sets the pathname to the directory where the baked textures are saved. This allows you to gather the baked textures together as part of your content.

    icon-caution.jpg CAUTION! If you want to keep the baked textures for a particular figure, make sure that you copy them out of the storage folder before baking textures for a figure that has the same surface names or the images will be overwritten.
  • Auto Apply To Surface: To automatically apply a baked texture to the surface as the assigned texture and replace the original assigned texture, click in this check box to select it. To not automatically apply the baked texture, click in this check box to clear it.
  • Bake Mode: Determines how the textures are baked.

    • Default: When selected, each surface is baked by performing one pass per material being baked and each material zone is saved to its own image map.
    • Bake as One Texture: When selected, all textures will be baked onto one texture map. If the object uses a UV Map that is only one image this is the easiest option to use. If the object uses multiple images for the UV Map, do not use this option as the textures will be layered over each other on the one image. However, if you know which surfaces are on a particular UV Map, you can select just those surfaces and bake them on to the one map, then repeat for each image map.
    • Bake Surfaces Simultaneously: When selected, each surface is baked simultaneously instead of performing one pass per material being baked, which is what the default setting does.
  • Bucket Order: Allows you to select the order in which pixels are rendered. Your available options are Horizontal (top to bottom), Vertical (left to right), Spiral (center to corners), Circle (center outwards), and Zig-Zag.
  • Bucket Size: This allows you to select how much information the renderer will tackle at any one time. You can set the bucket size higher if you have a higher-performance machine with a lot of RAM, which speeds up your renders. If you have less RAM than recommended or want to make DAZ Studio appear more responsive during a render, lower the bucket size.
  • Max Ray Trace Depth: Lets you determine how many times you want a “ray” being traced to bounce off reflective/refractive surfaces before being discarded for calculation by the render engine. Setting it low will speed up the render time, but lowers the overall accuracy of the results. Raising it above default will increase the accuracy, but will slow down the renderer.
  • Pixel Samples: Determines how detailed the edges of objects are and how the soft blur for depth of field is rendered on the X and Y-axes.
  • Shadow Samples: Determines quality of the depth lookup estimate. The higher the setting, the smoother the edge of the shadow.
  • Shading Rate: Determines the quality of and speed control during the render process. The lower the value, the higher the quality and the slower the render. Default setting is 1.0.
  • Save: To save the shader baking settings to a file, click on this button then name the file and save it to your computer.
  • Load: To load a saved shader baking setting, click on this button then locate and open the save setting file.
  • Bake: To manually bake the selected surfaces, click on this button. To bake all the surfaces, select the root figure. Depending on how many surfaces are selected, the light, the texture details, and the capabilities of your system, this can take from a few minutes to much longer.