my object consist of two vertex groups (vgA, vgB) each having its own material (matA, matB) and texture image (imgA, imgB).
i would really wonder whether there is a possibility to bake only vgB vertex group into imgB without touching imgA and what is important - without breaking the object in two separate objects. Right now - as soon as I hit bake, it bakes both imgA and imgB which is not really working for me since imgA is hand-painted and UVs reuse the same texture space in many places, but imgB always gets baked.
also, same situation as above - just using one image imgA for both vertex groups and materials, one part is hand-painted, another should be baked (vgA reuses same UV space for many parts so it cannot be baked). is there a possibility to bake just vertex group B affecting just the texure area where its UV’s are placed.