Bakery check manual




















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Turn off and unplug electrical appliances when not in use. High temperature cut-off switches prevent equipment overheating. Control grease and oil buildup from donut machines, grills, and fryers with ventilation hoods and fire extinguishing systems.

Boiling water, hot oil, and hot ingredients syrups, milk can scald bakery workers. Hot surfaces on warming trays and lights, grills, ovens, cooking pans and trays can burn you. Use heat-resistant gloves or mitts for handling hot trays and pots. Label and guard hot water pipes and vessels. Know first aid for minor burns: cool the area under running water and wrap loosely in sterile dressing. For major burns, call Maintain a first aid kit. Breathing flour dust can cause asthma and nose, throat, and eye irritation.

Repeated exposure to flour and dough can sensitize skin. Control flour dust with enclosed storage bins, adequate ventilation, and enclosed mixing. These options will validate the scene after one of the Render buttons is pressed and show warning dialog boxes asking to continue or stop the baking process. There seems to be a bug in Unity L1 mode is now default and recommended when using occlusion probes.

Legacy mode will be soon deprecated and replaced with a new L2 mode based on L1. Find best sample positions to prevent lighting leaks. Details of the algorithm are outlined here. In some cases usually large and very low poly geometry with smooth normals it may produce incorrect results, in which case you can disable it. Unloads Unity scenes before baking to free up video memory.

Complex scenes can take a few gigabytes of VRAM by simply being shown in editor. If enabled, will apply denoising algorithm. If enabled, will attempt to blend seams created by UV discontinuities. If multiple scenes are loaded at once, and this option is enabled, each scene will have its own set of lightmaps, not shared with others. It can be useful for limiting the amount of textures loaded when scenes are streamed at runtime. If Atlas Packer is set to xatlas, will try to fill every hole, resulting in more efficient atlases.

For scenes with very complex geometry it can increase scene export time, but otherwise recommended. Minimum lightmap size limit. Can be used to balance between many small but fully occupied lightmaps vs few incompletely filled. For example, a common case would be to have low resolution indirect color but highly detailed shadowmask. If Show checker checkbox is on, Scene View will render a checkerboard pattern on top of visible objects to demonstrate lightmap texel size. This is useful to make sure you are using adequate values for Texels Per Unit and other resolution-affecting settings before you bake.

Enabling checker preview will force Bakery to perform atlas packing. Press Refresh checker to re-atlas the scene after you changed something to see changes.

Checker preview also uses random colors to show how the scene will be split into different lightmaps. Multiplies all bounced lighting by this number. Same as Indirect Intensity on light components, but global. Determines how much light is passed through front faces to back faces and then bounced off by GI. This is especially useful for thin translucent surfaces like leaves. Values are in range. Simple non-physical ambient occlusion you can apply over final scene lighting for aesthetic purposes.

Enables RTX hardware acceleration. Minimum supported driver version is If enabled, painted terrain trees will affect lighting. Trees themselves will not be baked. Note that highest possible LOD level is used for every tree during baking. It is not recommended to use this option for rendering multi-kilometer forests with highly detailed models.

If enabled default , Terrains use separate ray tracing technique to take advantage of their heightfield geometry. Otherwise they are treated like any other mesh. Terrain optimization significantly reduces memory footprint required for high-resolution landscapes. In some cases it can also make terrain baking faster, in other cases especially with simple low-resolution landscapes it might make sense to disable it.

If enabled, applies texture compression to volume 3D textures and switches Bakery shaders to a corresponding sampling mode. Not recommended for very low resolution volumes. Volume size may be increased to be a multiple of 4. Multiplies all shadow and GI samples by the specified factor. Use it to quickly change between draft and final quality. Toggles memory optimization used for very large scenes, especially when baking too many lightmaps at once.

If enabled, may slow down rendering a little bit. If disabled, and the scene is too big, Bakery may go out of memory. Same as GPU Priority , but instead of abstract priority you set tile size. Bakery splits lightmaps into smaller tiles and updates one at a time. Smaller size means more GPU work interruptions, and can make system more responsive. Temporary files folder.

Bakery may require a few gigabytes of free space during rendering. At the moment, this folder is not cleaned automatically. You can delete its contents anytime except during rendering. Lightmap folder. This is where all lightmap, and also lightprobe and vertex color assets will be saved.

This path is relative to your Assets folder. This is similar to how built-in Unity lightmappers behave. Only bakes Lightmap Groups containing selected objects. Not only selected objects will be redrawn, but all Lightmap Groups they belong to. Other lightmaps will not be updated. If objects are not a part of some manually assigned group, then a part of the scene using the same lightmap will be rebaked.

If Adjust UV Padding is enabled, defines the unwrapper that will be used. Selects the algorithm to use when packing different object UV layouts into large lightmap atlases. If enabled, Bakery will export the scene to its format before rendering. If you are sure that geometry and textures of the scene and lightmap resolution settings were not changed e.

Only visible if Adjust UV padding is on. By default, optimal UV padding for a model asset is calculated only based on currently loaded scenes. If there are multiple instances of the same model using different lightmap resolution, the smallest one will define padding, so spacing between UV charts is large enough to prevent them from leaking over each other.

However, baking the same model in 2 different isolated scenes will possibly break UVs in previous scenes while optimizing for the new one. This checkbox allows to prevent such behaviour by never decreasing the padding value, so it will be always optimized for the lowest resolution instance ever baked. Only visible if Denoise is on. Sometimes the neural net used for denoising may produce bright edges around shadows, like if a sharpening effect was applied. If this option is enabled, Bakery will try to filter them away.

Denoising stage may get slightly slower, when enabled. This feature may also be used to filter "fireflies", i. If enabled, then when the Render button is pressed, it will first try to bake with Enlighten to calculate real-time GI. After that, regular Bakery lightmapping process will happen.

Both baked and real-time GI will work together. Enables network baking. Specifies which Lightmap Group to use for the object and all of its children. Lightmap Group is a term Bakery uses for a collection of objects sharing one lightmap. Groups have properties telling Bakery how to pack the objects, which lights should affect them, should the result be baked into a texture or vertices.

Defining groups manually should be only used for special purposes, for example:. When using the Create New button, new asset will be created based on these forms:. If you have a Lightmap Group with the Pack Atlas mode assigned, additional settings will appear on the component:. This component allows prefabs to store lightmapping metadata. Such prefabs can be then instantiated in any scene, both in editor and at runtime.

The component should be added directly to the root object of the prefab. Nested prefabs are not supported. If such changes are detected, an error will be printed in the component UI and no metadata will be saved after bake.

If Lightmapped prefab validation warning is enabled, all prefab errors will be also shown in a dialog box before the bake. For shadowmasks to work, you need lights to also be a part of the same prefab.



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