Quick question about baking transparency. I have a leaf texture which is mapped on a tree, which is effectively a cutout texture (fully opaque for solid regions, full transparency for non-solid regions of the texture). Each leaf quad is mapped to the same texture region, so this is clearly going to be a problem when attempting to bake the overall lighting for each individual leaf poly.
Is it possible to use the model UV map for rendering, ie, texture fetches, but use a separate UV map which maps out each quad in a non-overlapping way, to write the lighting passes out to during the lighting bake? This surely has got to be possible. Possibly feeding the UV map into the image texture shader node which the bake is currently rendering to?