Rendering to texture, or "texture baking,” allows you to create texture maps based on an object's appearance in the rendered scene. The textures are then “baked”into the object that is, they become part of the object via mapping, and can be used to display the textured object rapidly on Direct3D devices such as graphics display cards or game engines. Options for texture baking in V-Ray can be found in two places: the V-Ray Common tab in the render settings dialogue and in the Lighting/Shading menu. This part of the help covers the later settings.
The texture baking options can be found in the rendering menu Lighting/Shading> Bake with V-Ray
Objects to bake - V-Ray can either bake all objects in the scene or just the objects selected in the view port.
Skip objects with no VRayBakeOptions assigned - when this option is enabled objects that to not have the VRayBakeOptions node assigned will not be baked.
Assign baked textures - when this option is checked the baked textures will be automatically assigned to the respective objects.
The VRayBakeOptions node can be added to any object from the Lighting/Shading menu. It allows you to control the texture baking options on a per object level.
UV set - specifies the UV set that is going to be used for the texture baking
Edge padding(dilation) - the number of pixels to expand around geometry
File name prefix - specify a prefix to be used when saving to file.
Lock width/height - locks the width/height ratio of the exported texture
Power of two resolution - when this option is off the user can set any values for the resolution. Otherwise the resolution will automatically be set to the closest power of two value.
Baked image width - the width of the baked texture.
Baked image height - the height of the baked texture.