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	<title>WorldViz Knowledge Base &#187; artflow</title>
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		<title>Baking Lighting in 3ds Max: A General Overview, Part 2</title>
		<link>https://kb.worldviz.com/articles/2864?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=baking-in-3ds-max-a-general-overview-part-2</link>
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		<pubDate>Sat, 09 Dec 2017 00:27:33 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[artflow]]></category>
		<category><![CDATA[baking]]></category>
		<category><![CDATA[lighting]]></category>

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		<description><![CDATA[Baking in Max can be a daunting process. Last time, in Part 1 we talked about what you need to get started, options for renderers, a few of the different kinds of bakes you can do, plus how and why to do test renders. Part 2 This time, in Part 2, we go into the [&#8230;]]]></description>
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		<title>Baking Lighting in 3ds Max: A General Overview, Part 1</title>
		<link>https://kb.worldviz.com/articles/2686?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=baking-in-3ds-max-a-general-overview-part-1</link>
		<comments>https://kb.worldviz.com/articles/2686#comments</comments>
		<pubDate>Sat, 09 Dec 2017 00:15:17 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[artflow]]></category>
		<category><![CDATA[render to texture]]></category>

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		<description><![CDATA[Baking in Max can be a daunting process. There are numerous choices, and it may be unclear what is going to give the ideal results. This guide gives a general overview of the process to take your work from an unbaked model to final baked scene. Part 1 In this first section, we talk about [&#8230;]]]></description>
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		<title>Skydomes and the OSG Background Map Export Setting</title>
		<link>https://kb.worldviz.com/articles/2490?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=skydomes-and-the-background-map-export-setting</link>
		<comments>https://kb.worldviz.com/articles/2490#comments</comments>
		<pubDate>Sun, 30 Jul 2017 05:03:59 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[artflow]]></category>
		<category><![CDATA[background map]]></category>
		<category><![CDATA[material]]></category>
		<category><![CDATA[OSG]]></category>
		<category><![CDATA[sky]]></category>
		<category><![CDATA[skydome]]></category>
		<category><![CDATA[texture]]></category>

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		<description><![CDATA[Many scenes benefit from having a skydome in the background - an image of a sky that replaces the flat background color of a scene. The easiest way to do this with an OSG Export is to take advantage of the exporter's "Background Map" feature. This feature automatically generates an infinitely distant skydome that will [&#8230;]]]></description>
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