I'm currently trying to bake some low-poly assets for use in realtime applications.
I'm familiar with baking high-polygon meshes into low-polygon versions, but it would be helpful to merge multiple alpha-blended textures into a single baked texture for vegetation assets.
The following test object has subdivided planes, each with the texture of a single leaf. Opaque pixels use Diffuse BSDF and transparent pixels use Transparent BSDF. When rendered using an orthographic camera, the result is correct:
However, when I attempt to bake a diffuse map, the texture is rendered at full opacity:
This prevents me from baking images for AO or tangent normal maps. Is there any way I can fix this?
This behaviour occurs on both Cycles or Blender Internal, and a solution for either would be useful.