I am trying to bake my smoke simulation into a texture of a low-poly mesh, built around my smoke domain. And for some reason the final bake is not following conventional bake rules, just see for yourself:
Instead of smoke pixels being smoothly spread across the entire texture, I get these four distinct quadrants. Is there any way to tell the renderer to do things properly?
I created an almond-shaped mesh with a red emissive material and baked it onto the same low poly mesh. This is how the result should look like:
Obviously it's a rough example, if it was a proper smoke it would have texture and stuff. Only that texture would not be made out of 4 separate images like with the bake I get.