Something else that I wonder if it would be possible, is if we could have an option to make the bakes respect alpha (or even better since bake wrangler is node based, if we could use nodes to filter any channel as we like (tho Im unsure how this would actually look in practice)). Like if you look on the below example:
The cube to the right displays the output of baking the cube to the left with a plane and a text slapped to the surface (separate objects “Plane” and “Text”). The shader applied to these objects basically have a noise texture plugged into the alpha channel making it appear partially red.
And as one would expect the alpha here is ignored and you get the pure diffuse, but so basically I think it would be nice if it was possible to make the ray continue through any surfaces hit and layer the result to emulate what it would look like with alphas.
This could be useful when either working with an extension like decal machine or for stuff like this:
where the extra geometry of the text is undesired.
And just to further motivate this feature (if its possible to implement as a Blender addon at all) real time render engines like UE4s renderer often have issues with rendering alpha (Eevee is an exception as it usually works quite well with its alpha blend mode) as demonstrated in this video (which I would rather like to avoid) : dithered opacity) - YouTube](https://www.youtube.com/watch?v=ieHpTG_P8Q0
And lastly obviously it would be one texture less to bake in situations like these letting you save space on your hard drive if nothing else