How can I bake a procedural glitter material?

I’ve been trying to bake a Glitter Shader I found on Max Zhang Learn 3D’s YouTube channel, but when I bake the material maps it’s no longer glittery. Any ideas on how to fix this?

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You need to bake the metallic and roughness channels for it to be glittery.

And then plug those images into the metallic and roughness slots of your principled BSDF shader in the node editor.

Also FYI if some of Cycles’ maps do not bake properly, or do not exist as default option (metallic), connect their output to Emission temporarily and bake as Emit. Baking is one of the few objectively badfeatures in Blender