Baking a single diffuse texture from multiple materials

I am having an issue with baking out a single diffuse texture from my material set.

I have created an asset (kettle) that I want to be useable outside of Blender, so instead of nodes, i want to bake out the individual textures diffuse, roughness, transparency etc.

at the moment each material is applied separately to different spots and I have followed a tutorial on how to bake out the texture.

I have created a new image texture as the target and copied it into each of the materials making sure it is the selected node. I then go to bake and bake out a diffuse map with colour only selected.

However each time I bake no matter what I do only the grey fill gauge on the kettle get baked into the texture. there are no reds for the body or any other parts baked out.

I have tried copying the object and baking from selected to active (though i don't think this is necessary as the models are an exact match.)

Can anyone help me with a method for baking multiple materials into a single texture image?

Any help would be much appreciated.

  • panboy replied

    As you are baking a model that I assume has multiple parts it may be that the image is being cleared between parts , make sure the Clear image Check box under the bake output settings is unchecked. 

    I had a similar problem at first when I was baking texture on my treasure chest.

  • Jonathan Lampel replied

    Hi! You could combine all the images later, but that would be a lot of work. Instead you could combine all those materials into one material. You can create a new vertex group for each current material slot and then use those groups to mix between each shader in the shader editor. If they all are using the principled shader, you could just mix between the textures and only use one shader if you really wanted to keep it minimal.  

  • novemberist replied

    This has been driving me mad lately, since none of the tutorials online for baking to albedo of multiple materials into one texture seemed to work. 

    Turns out this is apparently a bug in blender that still exists in recent versions, even 3.0 alpha. Just make sure you don't bake with "Metallic" set to anything but 0 in the source material and you should be fine.