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Only Diffuse (without lighting) gets baked now #44

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merged 1 commit into from
May 7, 2021

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@zutils zutils commented Apr 30, 2021

I changed baking to this:

filter = {'COLOR'}
bpy.ops.object.bake(type='DIFFUSE', save_mode='EXTERNAL', width=textureSize, height=textureSize, filepath=fileName, pass_filter=filter)

Although it no longer bakes normals, roughness, or shininess, baking these into an artificial texture as if it were color is not what a developer would want anyway. In the future, separate baking should be done for each of these so that when imported into Godot, lighting is accurate. As a feature, it may be wise to re-add an >optional< feature via a checkbox if the user wants to bake lightmaps into the color.

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