Bake ao into vertex colors? Yes, it will be very “low resolution” compared to textures, but if you only need ao for shader mixing, then it might not be very noticeable.
If objects have to be of the same geometry and location in order to bake, but the ambient occlusion is affected by nearby/overlapping geometry, how do you get the AO to bake to the other object?
If baking worked the new image would have a line of color going across. Instead I’m getting an exactly duplicate of the original image with the circular paint.
@Mostach89
1 year ago
Using the UVMap node didn't work for me,
It kept baking the texture on the original UV coordinates.
What I did was once the secondary UV was created,
I set up the old UV map as Active Render and
clicked on the new UV in the properties panel, then baked it.
It seems to choose the highlighted UV Map as the output for me.
Im using 3.4.1
Because for some reason Cycles doesn’t take the attached UV map node into the consideration. I meant to file a bug for this. You need to literally “click select” the right UV map in the UV map list in the mesh data pane. I don’t think you need to change the active UV.
You created a new map (this example renamed to brickUV), selected UVMap (new map), went into UV Editing tab, scaled down/adjusted them. Then in your shader tab, you created a blank image in image node, with the adjusted UVMap connected, the original (brickUV) UVs connected to your original material group:
Are you asking me or telling me? I think only the bake destination image node has to be selected.
Baking diffuse worked half of the time. I don’t know why. Baking emission worked all the time but about 4 out of 50 times the bake result very much did not match the original mixed texture nodes. That happened with both diffuse bake and emission bake.
I’m using daily build by the way. In the stable build I get the same difference in color with displacement activated but no black bakes so far.
If you still have the old UV map selected as active in the UV Map section, it can end up just baking the texture to the old uv map (just the uv map section within the boundaries). At least I’ve had that issue in the past.
I’m on an older version of Blender 3.4.1, not sure if there’s an issue with the newer blender.