Bakes procedural textures as bitmaps rendered to a specified size. Designed as tool to aid in exporting materials to other 3d apps. For instance you might be using a nested tile / bitmap which of course can't be easily exported. Simply pick the map size you want to bake and all your procedural maps will be baked (rendered) as bitmaps and replaced in your scene. Read on for detailed list of supported material/map types.
- Fully compatible with: Standard - Architectural - VRay - Multi-Sub - Blend - Composite and Shellac materials
- 2D map types: Bricks (Tile) - ColorCorrect - Checker - Gradient - Gradient Ramp - Mask - sciAnaComp - Swirl
- 3D map types: Cellular - Dent - Marble - Noise - Perlin Marble - Smoke - Speckle - Splat - Stucco - Waves - Wood
NOTE: There is no way to exactly represent a 3D map as a 2D texture. You may have a perfect noise map applied using world coordinates that when using UV looks stretched. I can't change that. This is just a quick little tool made for those instances where you just want to get a file into another program but really need some of your nested procedurals. For me - I often have bitmaps inside of noise maps for grass or bitmaps inside of tile maps for ground/ceilings/walls. This tool lets me 'bake' that info into a simple map. Also - I might have tiling of 10 on a submap - rotation of 45 on another map - and mirror checked on another map. Not every program supports this - so I can once again 'bake' those map changes into a new bitmap.
Installation: Click MAXScript / Run Script and select this script from wherever you downloaded it to. This will 'install' the script into 3ds. Now - go to Customize / Customize User Interface. You'll find the script in the 'CG_Tools' category as 'Procedural Texture Baker' ... Just assign it a keyboard shortcut or stick it in a menu and you're ready to go.
Tip: Although undo supposedly works - keep in mind this is changing en masse a ton of things. Save you file first - just in case.