Baking texureis different from render

Baking textures are different from render. i tried both blender native bake and simplebake. can anyone help me?
this is the render from cycles.


and this is the bake results

shader setup

I used many bake settings for more or less the same results.
with direct, without direct, just one single map, new uv, old uv, udim everythings.

Well… to compare any procedural shaders to the baked one it would be nice to see the procedural ones and the baked onces applied and also from the same view. And you shader setup… it’s a bit small to see somethign decent. Alsojust showing the UV-texture does not show very much. For example: Is this all the UV for the whole object. Or: so now we have to guess which UV island is associated to which object part ??

You may have to elaborate this to get a more suited answer.

legs are separated and this is the UV for Legs they are yellow in render and completely different dark blue with different patterns in bake. there is no issue with the shader if there is no reason why it works in the final render perfectly as you can see in the first Render.
it’s a super simple shader, just a few noise and edge detection that’s all, simply a few colors and two noise mixed together.
It’s the same for all parts any of them have a different UV set, I tested with UDIM and without UDIM, and all same results.

It’s difficult to understand what is happening, just by your small cropped screenshots…

What are you baking?
What settings are you using?
To which image?
What is your lighting?
What do all those nodegroups do?

Is it??

Let me isolate one part.
here is just one part in render.


same part same angle after bake.

uv

the groups are edge detection, the edges are working actually.
image

it looks complicated but it is a really simple shader, a few colors and noise and edge detection. by the way what is the difference the bake should not project the final render on top of a UV. The render is okay I do not understand.
the only problem that I can notice is blender do not understand multi-material for one part and if I have more material for one part I will see more and more baking issues.
If I remove multi-materials from one part I can see significant improvement in the final bake but still is not exactly the same as the final render.
I’m really confused.
image
with multi-material, it will be mostly black color with some part having colors.

If you have multiple materials, and all of them have the same ImageTexture node with the final bake image selected, baking will work as expected. (all materials will be baked into that image)

But in your screenshots, I can’t even see that ImageTexture node.

So, again, not enough information for a correct answer.

It doesn’t really help you if you insist on something like: it should be okay (or simple )… obviously (because you are asking) there is something wrong. Blender is not a magic wand… it only uses the data you gave it (like image to back to). And so the community depends (and so a possible solution) on your information.

The baking process may be not as much intuitive as in other dcc apps but nonetheless it’s possible.

So maybe a simplified blend file with only a small part of your model and even without the FFX Edge Dirt node ( a assume a buyable node? ) can help here.

as i mentioned it is a noise texture image.
i will try to prepare a scene so anyone can test it.