I have recently switched to Blender and working through all the basics. So as it goes I did my own version of the famous anvil. I wanted to bake all textures to single input maps, and I am having troubles with the diffuse color on the hammertone texture. It is a Mustgrave noise running the normal and the color, but when I bake to diffuse it comes out black, it does show up in the normal map.
I have tried all the solutions I have found online with no joy. If anyone have the solution or other workflows to follow it will be much appreciated?
Musgrave is a beast. Usually no problems when used with bumps, as the channel is practically limitless in supported values. But for visible colors it should output values in the 0-1 range. You can get away with multiply and add nodes, but that involves tedious amounts of trial and error to arrive at something useful.
So I made this node group, where I can see when the values clip with preview enabled, adjust until nothing clips, then turn off preview. Now I have a normalized value I can actually control.
Edit: I just noticed your top part look ok. If baking “diffuse”, check that direct and indirect is turned off in the bake settings, for an albedo map you only want the color info. Normal maps and lighting info excluded, I always use go via emit. I don’t remember if this tutorial is high to low baking, which I don’t really do.
I recommend activating node wrangler addon so you can easily preview the results from a node.