Octane Camera: Baking Camera
The Baking Camera is used to bake the textures that are assigned to the objects in your scene, and reuse them for other processes (e.g., game engines, compositing etc.). Doing so will improve render times and texture quality. Texture creation is an indispensable technique for game engines.

The Baking Camera will retain specular, reflection and other properties.
Input Parameters
Baking Group ID - Specifies which group ID should be baked. By default, all objects belong to the default baking group number 1. If you do not define the Bake ID from the Octane Object Properties for your objects in the scene, the bake ID of the whole scene will default to 1 and will bake the entire scene.
UV Set - This determines the UV coordinates to use for baking. If you have more than one UV map in your object, you can change it here and use the corresponding UV map. As with the rest oof Octane Render for LightWave, it supports the first three (3) UV Maps (VMAPS) in a scene.
Padding Size - This is the number of pixels added to the UV map edges. The padding size is specified in pixels. The default padding size is set to 4 pixels, being 0 the minimum and 16 the maximum size.
Edge Noise Tolerance - Optionally, an edge noise tolerance can be specified, which assists in removing hot pixels appearing near the UV edges. Values close to 1 do not remove any hot pixels while values near 0 will attempt to remove them all.
Bake Position - When enabled, the position for baking "position-dependent" artifacts is used. Position is the camera position for "position-dependent" artefacts such as reflections, etc. Back-face culling determines whether to bake back-facing geometry.
Output Parameter
The single output Parameter is the Octane Baking Camera which is plugged into the Render Target node Camera input in the Render Target Node editor.
Usage
Bake a Texture with Camera Baking
Prepare your lighting and textures. The Baking Camera requires correctly structured UV maps, with islands that do not overlap.