Baking a texture that is without principle bsdf

Hey, I wanted to bake a texture onto my model but with the limited knowledge I have, I used to do it with a principle BSDF node. Now the current texture doesn’t have it and I don’t know how to bake it. It would be great if someone could guide me on how to do it.

Note: I am using version 3.6 and I have to use this texture for clothing of a model that would potentially be used in a VR.

Baking without a Principled works the same way… The only difference is that now some closure types will be missing.
For example, if there’s just a diffuse shader, then baking something else will return a black closure.

Can you explain this a bit? I tried baking the gloss and diffuse but only got black images after baking.

Baking gloss is a bit difficult, as it is view-dependent. But the diffuse should work as expected.
Do you want to bake just the textures, or also direct and indirect illumination?

Just the textures.

Then the fastest setup is to plug the textures directly into the Surface socket of the Material Output node, and bake Emit…
But it’s difficult to say with your material… If you could share a better screenshot of your nodetree… it’s so blurry that no one can really see what’s happening there

So i did a little something and I think it worked, at least in blender. There is a bit change in the color though. But when I take them to UE the textures go missing.
(Just baked the shirt part for now)

But you have the texture files, right?

I suppose you need to load the textures into UE and rebuild the material there.

When I was previously doing this method ( import metahuman to blender, dress it up and take back to UE) I didn’t need to manually work with textures again. they just worked fine.

In theory, the exporter should be able to export the materials… But if it doesn’t, just create a new material in UE, and use the textures there.

okay got it! Thanks