Bake issue with shared UV map

Hi,

I’m trying to bake ambient occlusion for an object, but it appears some black faces at the fish fins on the texture after baking. The UV map for the object is symmetrical; half of the body of the object is mapped to the texture and another half is mapped to same texture.

Before baking:


After baking:


I believe this happens because it’s baking two sides where one side is illuminated and another side is not. Is it possible if we can bake only selected vertices? Or is there better to do this correctly? (prefer not to change UV map, in order to save space for bigger texture in one image, so it can be used in mobile later).

Here’s the blend file: fish.blend (753 KB)

I’m able to bake using selected vertices. Just select the wanted vertices in Edit Mode, then create new image and bake. But, there’s a strange behavior in Blender. The second time I reselect different vertices and bake on the same image, it still bakes the texture using the previous selected vertices. Till I create another new image to bake into, then only it works correctly. Is this a bug?