Shader Baking Output Node
the current workflow for baking shaders into textures is
- Make the shader
- add a texture node
- plug the colour you want into the group output
- select the texture node
- bake emission
- repeat for each texture
I propose simplifying this by adding a texture output node similar to what the compositor has,
and a baking option to match it.
When you click the Bake button, it'd use the standard baking process, treating the input for each file output as an emission shader and output to the textures one at a time.
image properties like file type and path would be a pain to fit into a node so I opted to leave that to the image editor as it currently is.
2 Comments
Please. The old baking workflow needs to die.
Although I like and upvoted your proposal I think handling baking output should be a little more thought out. Since the entire baking is destined to be redesigned anyway we should think about integrating MultilayerEXR, UDIMs, channel packing and probably a lot more.