Eevee PBR texture baking
Currently, to apply/convert procedural textures for use outside of blender one will have to bake them to textures using Cycles. Since I don't have amazing hardware this slogs down production considerably whereas eevee could theoretically do it in a jiffy. This is not the biggest problem if you only have one or two models to bake but in game development in particular the time you'd save baking with eevee scales up exponentially. My current solution is to not use procedural textures at all which saddens my heart. I sure could use an easy way to convert and combine the jumbled mess that are my procedural textures into a coherent set of PBR textures using eevee.
2 Comments
The fast way to do this in Cycles is to plug the proc. texture into an emission node and set the samples to something like 8. Cycles uses the render samples to bake.
That's going to be considerably worse than realtime lighting. Realtime lighting is perfectly fine for many scenarios, so having that baking option would be a real time saver.