Material Baking Problem - Baking output is different from the material

I’m having a strange issue where I cannot get a texture I want to bake from a material to look the way it should. It appears certain things like the AO node in the material are not being calculated for some reason.
I’m baking a combined pass from an emission shader that uses the albedo as an input, but plugging the color into a diffuse shader and baking a diffuse color pass makes no difference.

blend file:

Debugging this took way longer than i expected. I thought this is a bug and tried to replicate your setup and was about to file a bug report. I checked the mesh normal as a last resort and indeed! You have inverted normal.

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