Problems with the bake

Hi

why bake a procedural texture (image A) in cycles the result is different (image B)?

the procedural map I’m using is the one in the image below:

thanks

is there at least some “bake addon” that uses a system other than the native cycles that can perform the above operation?
to bake all the details of the procedural material in the image above?

How is it possible to apply a texture made with an object’s bake to this same object with the subdivision modifier applied?

I know that in 3ds max it is possible to do this.

in blender is also possible?

thanks in advance

If you’re working on your model with the multiresolution modifier and want to add the detail from the highest subdivision level to a lower one, you can do this by selecting “Bake from Multires” option which is right under the “Bake” button in Cycles Bake settings. This will bake whatever subdivision level is currently visible, so go to modifier settings and pick the level you want baked.
Note that this only works with the Multiresolution modifier and NOT the subdivision modifier

If you already worked with the subdivision modifier, you can do this by baking the old fashioned way. Copy your object and apply the modifier to one of the copies and remove it from the other one so you have both a high poly and low poly version.

Select the high poly model, then shift select the low poly model. In the bake settings tick the “Selected to Active” option. If you aren’t happy with the results, you should use a cage object. If your object isn’t too complex you can do this easily by duplicating your low poly object, then go into edit mode, select all faces, and use ALT+S to scale all the faces in their normal direction until the cage covers the whole high poly model.

With your high poly, low poly, and cage object ready, select the high poly model FIRST, then the low poly model, then in the bake settings under selected to active, tick the “Cage” option and select your cage object, then click bake.

This is will bake your texture into the active texture of your low poly objects material. Now you can apply the normal map (or whatever you baked) to your low poly model.

my problem is not with the normal map.
and with a curvature map as shown in the image above.
it always gets defective when applying the bake .

do you think it is appropriate to bake the map in lowpoly and then apply the resulting map to this same object with the subdivision modifier applied?

thank you very much for your attention

Sorry I’m having trouble understanding your problem, can you be more specific with what you’re trying to do and how you have your scene set up? Or can you upload a blend file that demonstrates the problem?

It’s hard to tell what the problem is based on the images you posted. To me it just looks like your resulting image was darker than it should have been.

In the baking settings there’s an option to bake “Direct” and “Indirect” lighting along with “Color” try to bake again but only with “color” enabled.

Another issue is that the edges aren’t as solid as in your first image. This might be because your texture resolution is too small or another problem with the objects UVs

If baking only Color doesn’t solve your problem can you post a screenshot of the objects UV map, your baking settings and the resulting texture?

is it common for the bake to be blurry?
the ones with smooth texture edges?
Or is there a setting that prevents this?
which ?

Thank you for your help

The bake is not supposed to be blurry.

Like I said in my last comment, it could be blurry for a number of reasons of which I can only guess based on your posted screenshots. Re-read my last comment for some suggestions

At the end of the day though, your bake won’t always look exactly like the shader. I don’t know how that custom “Edge Detect” node group works but I think part of your problem is that it’s designed to be used as the input to something like the Color Ramp node and not directly as the base color for the pbr node, which is why it looks weird.
If you use it to create a more complex shader and then bake the resulting textures, you’ll probably get much better results.