I modeled a simple door-handle, UV'ed it, exported it to Substance where I created a base-color, normal and roughness map. With these maps I wanted to bake a final base-color map in cycles, but it just won't work.

While the rendered preview output looks fine, the bake result looks completely different.

here is a screenshot:


  • $\begingroup$ curious, I have almost the same question but in 2.79 $\endgroup$ – user58715 Jul 28 '19 at 12:44
  • $\begingroup$ and what is ** UV'ed it** ??? i not understand what you say with this words $\endgroup$ – user58715 Jul 28 '19 at 12:52
  • $\begingroup$ *performed the UV unwrap $\endgroup$ – 32Smooth Jul 28 '19 at 13:00
  • $\begingroup$ have a similar problem in blender 2.79 I didn't get the color and I don't know exactly how to calibrate this to control it $\endgroup$ – user58715 Jul 28 '19 at 13:06
  • $\begingroup$ the baking process appears to ignore all maps. When I disconnect all maps from the shader and bake again, the output looks exactly the same ... $\endgroup$ – 32Smooth Jul 28 '19 at 13:18

Well, found a solution that works for me: I had to create an unconnected image-texture nodes to every material slot (for the bake result). Looks like it always wants to bake all materials and not just the selected one, and if those other materials don't have that node, then their bake-result end up in another image-texture node ...

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