Title says it all. I would think that since baking is essentially rendering, then the same multi-threaded process the render engine uses would be employed here, but perhaps not.
I’m about to have to start baking textures to 23 logos for use in a real-time engine (VizRT), and I will have an assortment of machines to bake on. I just want to know if I should favor fast single cpu speeds or high cpu count for heavier scenes in the group, so I can bake as efficiently as possible.
Also, if I select say 10 objects, and run the ‘bake object’ command, will it do each of the 10 objects one at a time, like a sort of render queue, or will it bake all 10 objects to a single texture map, or will it only bake the topmost selected object and ignore the other 10?