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Ernesto
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The way that worked for me was to delete the Principled BSDF Shader and insert a Diffuse BSDF instead. Also Instead of baking Combined which is incorrect, I then was able to set the bake type to "Diffuse" with no light contribution at all and I got the correct color to bake. The other answer mentioned above is the better way to go however since I'm new to this.

The way that worked for me was to delete the Principled BSDF Shader and insert a Diffuse BSDF instead. Also Instead of baking Combined which is incorrect, I then was able to set the bake type to "Diffuse" with no light contribution at all and I got the correct color to bake. The other answer mentioned above is the better way to go since I'm new to this.

The way that worked for me was to delete the Principled BSDF Shader and insert a Diffuse BSDF instead. Also Instead of baking Combined which is incorrect, I then was able to set the bake type to "Diffuse" with no light contribution at all and I got the correct color to bake. The other answer mentioned above is the better way to go however since I'm new to this.

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added 93 characters in body
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Ernesto
  • 105
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  • 9

I found outThe way that I actually neededworked for me was to delete the Principled BSDF Shader altogether and put ininsert a Diffuse node for the color onlyBSDF instead. Also Instead of baking Combined which is incorrect, I then was able to set the bake type to "Diffuse" with no light contribution at all and I got the correct color to bake. For baking the subsurface scattering and roughness, I was able to remove the Diffuse node and add the Principled BSDF onThe other answer mentioned above is the high poly version and bake each of those thatbetter way to go since I'm new to this.

I found out that I actually needed to delete the Principled BSDF Shader altogether and put in a Diffuse node for the color only. Instead of baking Combined which is incorrect, I then was able to set the bake type to "Diffuse" with no light contribution at all and I got the correct color to bake. For baking the subsurface scattering and roughness, I was able to remove the Diffuse node and add the Principled BSDF on the high poly version and bake each of those that way.

The way that worked for me was to delete the Principled BSDF Shader and insert a Diffuse BSDF instead. Also Instead of baking Combined which is incorrect, I then was able to set the bake type to "Diffuse" with no light contribution at all and I got the correct color to bake. The other answer mentioned above is the better way to go since I'm new to this.

added 93 characters in body
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Ernesto
  • 105
  • 1
  • 9

I found out that I actually needed to delete the Principled BSDF Shader altogether and put in a Diffuse node for the color only. thenInstead of baking Combined which is incorrect, I then was able to set the bake diffusetype to "Diffuse" with no light contribution at all and I got the correct color to bake. For baking the subsurface scattering and roughness, I was able to bring backremove the Diffuse node and add the Principled BSDF on the high poly version and bake each of those that way.

I found out that I actually needed to delete the Principled BSDF Shader altogether and put in a Diffuse node for the color only. then I was able to bake diffuse with no light contribution at all and I got the correct color to bake. For the subsurface scattering and roughness, I was able to bring back the Principled BSDF on the high poly version and bake each of those that way.

I found out that I actually needed to delete the Principled BSDF Shader altogether and put in a Diffuse node for the color only. Instead of baking Combined which is incorrect, I then was able to set the bake type to "Diffuse" with no light contribution at all and I got the correct color to bake. For baking the subsurface scattering and roughness, I was able to remove the Diffuse node and add the Principled BSDF on the high poly version and bake each of those that way.

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Ernesto
  • 105
  • 1
  • 9
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