I'm trying to bake a branch made from a cut out atlas onto a single plane for a tree to be used in a game engine.

enter image description here (Branch mesh with applied textures)

enter image description here (Branch ready to bake onto a flat plane)

However, when I bake, the transparency on the textures does not go through to the bake. Instead, the transparency is replaced with a black fill.

enter image description here (Bake result, replaces texture transparency with black fill)

I'm in the middle of creating another quite complex pine tree and I need to bake the branches onto single planes, very much like the SpeedTree Leaf Map Makers tool (aka "Clustering") as seen in this video demonstration.

I've wondered if there was a way to cutout transparency like what shaders can do in Unity and Unreal, using the transparency to cut out the geometry, making a very high poly mesh, then transparency won't be an issue. And I don't want to have to manually cut around every single leaf there.

I've done a lot of searching and have not found a way to do this without SpeedTree. Surely SpeedTree isn't the only program that can do this... right?


EDIT: Here is my material setup just in case anyone is wondering:

enter image description here


not sure if this will help but.. the way I do this, is by baking a Diffuse Color only, from the mask that I'm using as the factor in the mix shader with the transparency node.. thus having a mask image to use.

you can also you the emission shader with the emit bake.. probably a better choice.

enter image description here

  • $\begingroup$ Thanks for the reply! The main problem is that the higher planes are blocking out the lower planes. Where it is transparent on the higher planes, it turns black and blocks out any lower branches that would be seen, like in picture 2 (top down view before baking). So the bake is not looking through the transparency to the lower branches, it simply stops when it hits the mesh and ignores the transparency, unlike a camera render. That's my problem :/ $\endgroup$ – Joseph Clark Abraham Burgan Nov 4 '18 at 16:17
  • $\begingroup$ And it should be noted that the Diffuse Bake Type is the one I'm using. $\endgroup$ – Joseph Clark Abraham Burgan Nov 4 '18 at 16:18
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    $\begingroup$ as far as I am aware you cannot bake transparency.. if is that what you mean. you can instead bake a mask image to use later on as factor between what you see and what you don't see. the problem you describe as higher planes are blocking out lower planes, is affected by the transparency samples in the render tab under light paths.. but that affects only the viewport/render. $\endgroup$ – Virgil Sisoe Nov 4 '18 at 18:16
  • $\begingroup$ Okay, I was hoping someone would say that it is possible, regardless of which program lol. Thanks. $\endgroup$ – Joseph Clark Abraham Burgan Nov 6 '18 at 0:24

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