Vixen
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Engine · guide

Map baking

Casting the output's normal at the source to fill an atlas with a normal map, a displacement map and seven more mesh maps, on the CPU, with no device anywhere.

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  • Retopology settings and reports — What to ask a quad remesh for, and everything it measured about what it gave back.
  • Attribute transfer — Carrying a source mesh's normals, coordinates, colours, materials and skinning weights onto the quads a remesh produced — and mirroring them when the remesh was symmetric.
  • UV packing — Islands in, transforms out — a standalone atlas packer whose margin is counted in texels and whose output does not move between runs.
  • Triangle tree — A bounding-volume hierarchy over a triangle soup, for the two questions a bake asks it — what is nearest, and what does this ray hit.
  • Mesh maps as project assets — The bake panel a mesh-map bake is set up in, what the nine files are called, how a set is keyed on the model it came from, and how a generator finds one by usage rather than by path.