For example, say that I have some mystery material that has two or more Principled BSDF
shaders mixed together with Mix Shader
nodes. Would I bake maps for this material by baking sets of maps for each Principled BSDF
shader individually (such that there are two or more color maps, two or more roughness maps, etc.), and then use more Mix Shader
nodes down the road to blend the eventual Image Texture
nodes to make a PBR material? Is it easier than I'm imagining?
How do you bake texture maps for a material with mixed shaders?
NickJ_001
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