I ran into this issue with another project I was working on, so I replicated it using a simpler model (Suzanne). The setup:
- add Susanne, make two UVs, source and dest.
- create a few materials and assign to parts of Susanne via source UVs
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- each source mat has zero for metallic (I heard it doesn't work with baking)
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- each source mat has a single (and unique) png file as color input, source UV maps to specific image
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- otherwise each mat has default Principled BSDF
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- each source mat has the specified UV map identified in the UV Map node
- create a target image, tell it to use the target UV map, no BSDF shader (or anything) connected to the output
- make sure the only image selected is the target image
- make sure the target material is selected in the Material tab
- make sure Suzanne is the only thing selected
- set to Cycles, GPU
- uncheck Direct and Indirect under Contributions in Bake
- set Bake Type to Diffuse
- everything else 3.6 defaults
- Click "Bake"
I'm getting the dreaded circular dependency error for each source material's image and when the bake is done, it has turned all the images black (including the target material). I just cannot figure out why this circular dependency is happening. Can someone help me please?