Texture Baking node
I write this proposal as suggested by Artturi Mäntysaari in his post .
Right now, if you want to bake a texture map, you have to manually connect it to a material node (like an emission node), create a texture for the baking, and then bake it from the render panel. It is kind of confusing if you want to bake a moderate amount of maps to make your node tree lighter, once you are satisfied.
Being able to bake maps directly from the node editor would be a useful feature, and could unify settings that are disperse right now
3 Comments
This! Very good concept indeed. Some thoughts:
@Simon Storl-Schulke: You are right, I knew I was forgetting some things, but couldn't remember what :)
It absolutely needs a UV map selector and an "execute" button somewhere, the panel itself would be the most accesible place.
Regular baking takes into account the selected/active objects in order to bake the maps, so the same logic would still apply here
The inputs could come from either material or texture/non material node. In the case of a material input, the user would have to determine what property to bake, and in that sense it wouldn't be really different to what is happening in the render baking panel right now.
(a noob question, btw: how can I attach more than one image to the post, or to a reply? I couldn't figure it out)
Seems like a robust concept :)
You can use Markdown Syntax . Just write "" but you have to upload the image somewhere else.