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The reason that the lighting looks strange is that the low-poly model uses triangles instead of quads. When using smooth shading together with the triangle-based mesh, blender has trouble interpolating the normals. The fastest solution but maybe not the best would be to simply use flat shading on the low-poly mesh instead of smooth shading. Ideally, you ...

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Welcome to the Blender SE forums :) You have three materials mapped to same UV space, so before you bake you need to tell Blender to bake each of those materials to the same image. (3 materials all baked to the same image). To do that ...... 1: In the UV editor Create a new image to bake to. In the screenshots below I named this image 3 material bake. ...

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Thanks to @robert-gützkow I managed to debug the issue. It turns out the solution is to: Use an emission shader in the material to be baked. Use Combined bake mode instead of Emit. (see image below)

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Note: This is only a partial answer, since more information were provided in the comments after it was written. Color management is nonetheless relevant for a correct output. The reason your correct value of $0.5$ is saved as $0.735357$ is because you're using the Standard view transform and your Display Device is set to sRGB. The scene linear values are ...

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Xylvier already said some useful things, but what actually will fix this without any of those mentioned steps is increasing the max step size (of the solver). I set it to 10000, and behold: This disappearing often happens if you have a softbody with many vertices colliding with something. I don't know why it already happens at frame 20 here, since there's ...

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The working solution was to use BOTH the Sound From Sequence and Sound Spectrum nodes in place of the Evaluate Sound node. Since AN no longer requires baking to animate a mesh to sound, the Bake Sound node I could just delete entirely. Step 1 remained the same, and here's a shot of the updated Step 2:

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You should've specified what issue "this" refers to. Anyway, assuming your issue is that you're seeing polygon edges in your normal map, your mistake was not changing the shading from flat to smooth on at least one of the two models. Set both models' (low and high-poly) shading mode to smooth and then bake again. Those awful edges should disappear from your ...

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The hair looks to me like a problem with the normals, to recalculate normals select all the hair polygons on edit mode and click on Mesh -> Normals -> Recalculate Outside. Regarding to the colors, maybe you are changing the viewport color texture instead of using real material colors, for that when the object is selected check the materials. Also don't trust ...

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This looks like the effect you get when you have 2 UVs in the exact same location. If you're using the exact same UV on the other side, the bake gets info from both sides, giving these kinds of issues. To fix this and still use the same UV, temporarily move 1 of the UVs of to the side of the UV-grid, bake your mesh, and move it back.

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