Can i Bake the result of a Diffuse Map?

Is it possible to bake the shadows that were the result of a Diffuse Map?

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Hey !

It’s the best answer ever : yes and no :confused:

Eevee doesn’t support baking, so right away it won’t work.
Now you can use Cycles which support baking, but Cycles doesn’t support shader to RGB node :confused:

So what you can do is to bake the diffuse with Cycles, and do all the manipulations you do after the shader to rgb either right in a painting app, or in blender’s compositor if you really want the exact same result ( coloramp + mix) , but in the painting app might be simpler …

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I think I found an alternative for the Diffuse BSDF.

Below is the result of the Diffuse BSDF


With this new one, I added a Texture Coordinate, Mapping node, and duplicated the ColorRamp, Color RGB.


It doesn’t have the same result as the Diffuse BSDF result, but I think it’s
enough that it could replace the Diffuse BSDF result, and I can bake it using
an emission and bake to emit.

Hope this information is helpful.

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Hmm… this is not the right way to do this, and it’s only looking “kind of right” through sheer luck. What you want to do is plug your Diffuse BSDF into a Shader to RGB node, then plug that into the Color Ramp

I did plug the Diffuse BSDF into a Shader to RGB node, then plug that into the Color Ramp that resulted in this.


but I ran into a problem where I can’t bake the shadows that has been added by the Diffuse BSDF, So I tried to recreate the result of the Diffuse BSDF, and what I got is this.

I know it’s not the exact same result as the Diffuse BSDF, but with this plug

I can bake the shadows that have been added to the Model.