Shader node to bake vertex and face maps
We could really do with a node that maps output into vertex and face data sets.
Here's some scenarios:
-You want to displace on flat areas of a mesh because you want to maintain a feeling of edge ware, so you create dirt color map and you need it to be a weight map to work with the displacement modifier. You take the attribute node, plug it into the geo data output node and select 'Weight', and select a weight.
-Optimization in general: eg: You have a lot of baking to do of high density meshes, or textures will kill performance, don't have time to UV, or you want your riggers to accurately view shading without slowing animation preview. You can use that node to output your shader inputs to store color, emission, displacement, roughness in separate vertex color maps. Create a geo data output to connect with every input. You can then create a second material that inputs from the vertex data.
-You have a cycles only effect that can be transferred to Eevee if only you had this node.
Let me know below what you would do if this kind of node was available.
1 Comment
I agree that a node based bake solution would be the best way forward, that way we can get fairly complex bakes out without relying on the devs to add new modes.
The mesh should probably have an actual Bake Shader slot in it.
I'm rambling...