I'm currently working on baking the texture of a tower. I followed the steps highlighted in this other answer Blender 2.8 Bake multiple textures into one but at the moment of baking of the final object with the starting texture a strange thing happens. For the bricks texture the baking operation seems to work, but for the other 2 materials it seems not to grasp colors and their distribution. In one case the system understands only the noise texture of a portion of the material. For the second case it does not understand the material at all leaving me with a black result. The two problematic materials are respectively:

  • black and white image texture use as "fac" between two different shaders, one a mixture of gray and white thanks to a color ramp (and a noise texture as Fac), the other a mixture between an image and white thanks to a color ramp (again with a noise texture as Fac).
  • A simple material with a color ramp between gray and white and a noise texture as Fac

Image of wrong baking result

[Starting tower2

  • 1
    $\begingroup$ I'm not sure to understand your problem but first thing, put a Diffuse between your ColorRamp and your Output $\endgroup$
    – moonboots
    Apr 9, 2021 at 16:17
  • $\begingroup$ The problem is that the baking of the texture in the second image results in the first image and only the bricks part is maintained. $\endgroup$ Apr 9, 2021 at 22:13
  • $\begingroup$ have you tried to put a Diffuse? If it still doesn't work please pack your images (important) and share your file: pasteall.org/blend $\endgroup$
    – moonboots
    Apr 10, 2021 at 7:16
  • $\begingroup$ yes, but the situation does not change, if possible it even worsened. Today I have not much time. Later I will try other possibilities, if they don't work I will share my images. Thank you! $\endgroup$ Apr 10, 2021 at 7:30
  • $\begingroup$ @moonboots I tried again with the diffuse and not it works, thank you a lot! Probably yesterday I was making a mistake somewhere. $\endgroup$ Apr 10, 2021 at 13:30

1 Answer 1


Put a Diffuse node between your ColorRamp and your Output, otherwise it acts like an Emission and you won't be able to bake the material.


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