Materials

Bake Materials

Here you can define if procedurally-generated textures should be baked (=converted to a bitmap) to Node Materials (or plug-in materials that support baking) or if bitmaps linked there should be exported. If this option is disabled, no bitmaps will be exported.

In general, baking encompasses properties such as color, transparency, emission, roughness, etc.

You can configure the texture size and the image format uniformly for all materials.

For Node Materials, the current Node Space will be taken into consideration. The actual number of textures and the quality of banking compared to the procedural original depends on the respective Node Space.

Width[1..128000]

Height[1..128000]

Here you can enter the size of the textures to be exported in pixels.

Resize Textures

Here you can define what should happen to existing texture resolutions during export. For example, when exporting, you can define that all textures should have a maximum of 3000 pixels (Resize textures don't enlarge; width/height 3000).

  • Off: Regardless of what is defined for Width/Height, the textures will remain unchanged.
  • Don't Enlarge: Textures will only be reduced according to width/height, but not enlarged.
  • Always (old): Textures will always be scaled to the dimensions defined in Width/Height. This corresponds to the export behavior of older Cinema 4D versions.

If there are no textures and shaders are baked, this selection menu has no function, the baked shaders always have the size defined under Width/Height.

Format

Format

Here you can define the bitmap formal with which the exported textures should be saved. What you select here depends on which format your target application can read.

Depth

Here you can define the color depth of the textures to be exported. Note that not all formats support more than 8 bits per channel. *.tif, for example, supports all 3 options - 8, 16 and 32 bits per channel.