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I am importing models from magicavoxel, and then lighting them in blender. I have a high-res model which contains all the materials (as vertex colors) and emitters.

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It renders nicely in cycles:

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I've worked out how to duplicate the mesh, remove materials and "remove doubles" then "limited dissolve" to create a low poly version of the mesh.

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However - I can't work out how to bake from the high res mesh to the low res mesh. I have tried going to "cycles settings" on the low poly standin and disabling "Camera" from Ray Visibility - but when I bake the texture - I just get a big green smudge, I can't see any of the vertex colors baked into the standin:

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Can someone explain to me how I should use cycles to bake the lightmap onto the low-poly duplicate?

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  • $\begingroup$ When you use Limited Dissolve, you need to enable UVs, in the operator panel in Delimit section. $\endgroup$ – Denis Dec 27 '18 at 4:12
  • $\begingroup$ I am adding the lightmap UVs after the limited dissolve. :) $\endgroup$ – bnolan Dec 27 '18 at 7:29
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Limited dissolve with default settings, in most cases can destroy the UV map. To avoid that you need to enable UVs, in the operator panel in Delimit section.

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I found the answer, it was to select 'Selected to Active' under bake settings, and select both the high resolution and low resolution models and it happily baked. Looks great. <3 Blender.

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