Let's say you're working on a game project. Suppose you use Cinema 4D and Octane for asset generation and Unity or Unreal for game production. You want to use the textures you created in Octane for the game engine. So you have both high quality and realistic textures and you will be eliminated the limited texture capabilities of game engines. This is where you will use the tool "Baking". Using this camera type, you can bake the textures that your objects in your scene have, and reuse them for other processes (eg game engines, compositing etc.). You will benefit both from render times and you will have quality texture output. Texture creation is an indispensable technique for game engines. With the use of camera baking you'll keep specular, reflection and other properties. Now let's briefly explain how to do this, and at the end of the chapter we will explain the options of Camera baking.
Prepare any scene. Make your objects' material and texture setups. Position the lights. So, do what you need in a classic scene setup. Get ready for the main action after the scene is done: UV UNWRAP. For camera baking to work properly, your objects in the scene must have absolutely neatly opened UV maps. What you need to be aware of when UV unwrapping is that UV islands do not overlap. As you can see in the picture below.
When the UV Map and textures are done, you can now ready for the camera bake. You have 2 options for bake: you either bake the whole of the scene (not recommended) or bake on an object basis. Let's explain how to do object-based bake operation. Let's say you have a scene like the picture below. In this scene, you want to bake the texture of both the Dog object and the Plane object. To do this, first create an "Octane Object Tag" for both objects and go to the "Object Layer" tab in the Tag window. Make a "Bake ID" 2 for the Dog object here. Make "Bake ID" 3 for the Ground Object. Now create one Octane Camera (now you know how to create one) and click on Camera Tag. Change Thinlens to Baking.
Now run Live Viewer. If you set "Bake Group ID" to 2 or 3 in the Octane Camera Tag / Baking options, you'll get the result you see in the picture below. You can save these baked textures and reuse them easily, for example in Unity or Unreal.
camera baking settings
baking group id
Specifies which group ID should be baked. By default all objects belong to the default baking group number 1. If you do not define the Bake ID from the Octane object tag / Object layer menu to your objects in the scene, the bake ID of the whole scene will default to 1 and will bake the entire scene.
This determines the UV coordinates to use for baking. If you have more than one UV map in your object, you can change it here and use the corresponding UV map.
If checked, the camera directions are flipped.
This is the number of pixels added to the UV map edges. The padding size is specified in pixels. The default padding size is set to 4 pixels, being 0 the minimum and 16 the maximum size.
Edge Noise Tolerance
Optionally, an edge noise tolerance can be specified, which assists in removing hot pixels appearing near the UV edges. Values close to 1 do not remove any hot pixels while values near 0 will attempt to remove them all.
UV Region: Minimum & Size
This is the size in UV space of the bounding region for baking.
When enabled, the position for baking "position-dependent" artifacts is used. Position is the camera position for "position-dependent" artifacts such as reflections, etc. Backface culling determines whether to bake back-facing geometry.