When trying to bake the colors from materials with Principled BSDF to a texture, the colors of the ones set to metal 1 are ignored.
Is there an easy way to bake the colors from different materials (metal and non-metal) to a texture without turning several dozens of metal sliders to 0?
screenshot: On the left is the “high” poly object with 2 materials. The green material is a non-metal. The copper colored one is a metal. The diffuse color is baked to the “low” poly object on the right.