For this guide lessons we are working with Autodesk Maya 7.0 but you can achieve this with Maya 5.0, 6.0, 6.5 also.
To be sure you can working with Maya and Wirefusion you must check out if you can baking textures with your Maya version.
To understand rightly the goal of this guide you must be familliar with Maya and/or 3D applications, Wirefusion and know basic working with.
Lesson 4 – Converting textures to baked material with maya software render :
Now our project scene is fully setup and material ready it's time to render it and convert Maya material to baked textures.
First check your are right now in Rendering mode, if your are not select Rendering from drop down menu.
Now before rendering test our scene, click on the light into perspective view and from it's attribute editor be sure it's Point or Spot light and active Depth Map Shadow.
When you light is corretly setuped click on the render icon.
You rendering must looking like this :
If your test rendering is good, it's now time to baking the plane material !
Open Hypershade window, (1) click on the plane into Perspective view and OLD down the SHIFT KEY and (2) click into Hypershade window on the My_ground_no_baked material, this is for selecting both the Plane and it's assigned Material.
Now into Hypershade window go to Edit menu and select Convert to File Texture (Maya Software) little box !
When the Convert to File Texture window options is open, (1) check 3 attributes box to render the shadow on the texture, (2) chose the texture size and file format (Wirefusion work with GIF, JPG and PNG file format), (3) click on Convert and Close, Maya now rendering your Plane selected material into baked textures.
If you haved corretly setup your project default folder (see lesson 1) the plane baked texture must be located into your project folder (eg. My_project)?
If you can't found the rendered texture, go into your Documents Maya folder, Projects, Default your must see your texture here ! So copy it and paste into My_project folder or setup default project folder !
Note : Maya software textures baking only render one at the same time, to batch rendering more than one textures you must Mentalray batch baking (see lesson 5).
Maya rendered textures is now assigned to a new material called Surface Shader, this kind of shader can be correctly handle by VRML / X3D file format.
The solution is creating a new Lambert shading and into is color attribute add the baked texture and assign it again to the Plane.
When you have created the new Lambert shader, add rendered textures into his color attribute and assign to the plane, your Maya scene must looking like this :
The Maya scene project is now ready to be exported into VRML2 and X3D file format (to see how exporting go to lessons 6 for VRML2 or 7 for X3D )