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Function: bakeColorNodeToTexture()

bakeColorNodeToTexture(renderer, colorNode, resolution?, __namedParameters?): Promise<any>

Bakes an arbitrary TSL color node (e.g. a MaterialX base-color graph - whether it's a literal image texture or a procedural node graph) to a plain GPU texture by rendering it across a fullscreen quad. This reuses the "fullscreen quad + orthographic camera" pattern from the neural appearance teacher-atlas renderer, simplified to a single full-resolution pass since there's no per-sample atlas tiling to do here.

Parameters​

renderer​

any

colorNode​

any

resolution?​

number = 512

__namedParameters?​

generateMipmaps?​

boolean = false

uvTransform?​

any = ...

Returns​

Promise<any>