*/Vop/RS Material Builder - /Vop/RS USD Material Builder*
Bake your shading network shaders nodes as a texture directly on the Material builder. You can bake it as a plain grid texture or bake the render map using the UV from the geometry with the assigned material.
Export the bake result to disc.
Resolution that will be used on the baked image.
The bake output's format properties are the same as those on the Redshift ROP.
MPlay preview of the render.
When Bake UV is disabled, the bake will be generated on a grid mesh, this parameter refers to the UV scale from the grid.
When Bake UV is enabled, it will use the Redshift UV Baking method to bake the connected network.
Similar to the Bake workflow with Redshift ROP nodes, you must select a candidate object to bake, the candidate object source can be from OBJ or LOP context.