Need options to bake all PBR attributes to images
I'm experimenting with switching my texture baking workflow entirely to Blender. My current preferred way to setup materials is to make each material (metal, paint, dirt, etc.) as separate sub-materials, and then mix between them with masks, then bake out the PBR maps at the end.
Unfortunately however, this isn't possible to do at the moment as Blender is currently missing baking options for: Bump/Displacement, Metallic, and a way to bake "Base Color," (it currently only bakes diffuse or glossy color, but will not bake both to same map).
IMHO these are pretty much a necessity for texture baking, and it'd be great to see them added along side the other baking options.
1 Comment
Technically you can bake everything by plugging whatever data noodle in the material output's surface socket and run an emission bake. But yeah the baking system need an update to make things easier. It's not just passes, but also more options (like AA, different formats/bit depth/color management per passes, easier bulk baking, ....)