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Once you are happy with the scene and objects you have created, you can move onto baking in the light and shadow data for the scene. Doing this will give the scene a realistic look inside the Vatom Spaces platform, while avoiding heavy rendering tasks such as real-time lighting and shadows.

To achieve a good result inside Blender, we recommended using the "Cycles" renderer to handle the material baking. Cycles baking options can be found under the "Render Properties" panel.


It is advised to create a new image map for each object you will be baking and only bake in the light and shadow data where it will enhance the scene. This is usually just the floor and walls. Small objects in the scene usually do not need baking.

Once the material has been baked, it can be taken into your image editor of choice and should be color adjusted to your preference. When you are happy with the color of the material, it should be exported as a .jpeg file. This material file can then be assigned to the mesh in Blender and will then contain all of the light and shadow data.

Baked materials should be applied as a "basic" shader inside Blender, which can be done by setting the shader node in the Shader Editor to "Background" and connecting the image texture node to it. Doing this should show the most accurate result when imported into the Vatom Spaces platform.


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