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