Hi,
I am baking the textures of an object with the Arnold baking utility and have an HDRI sky and several meshes that get mirrored on the object's surface. I have been trying around a bit and I can't really figure out how the baking of the reflections works exactly - which direction is it assuming when baking? The reflections change according to my current perspective, is Arnold always using the active camera for calculation or is there a fixed angle? Changing the camera perspective has a big effect when looking at the 3D render, but on the baked texture is does not really make much of a difference.
Best regards,
Fynn
Baking operates along the surface in UV space, it should not be affected by the active camera. I don't see any problem in my tests, but could be a bug somewhere. Which C4DtoA/Arnold version do you use? Can you send me a simple scene or some pictures which show the problem?