In Blender Internal texture baked wrong if you use shading node in materials #43274
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Reference: blender/blender#43274
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System Information
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Blender Version
Broken: All
Short description of error
Exact steps for others to reproduce the error
If now turn on GLSL mode and switch Viewport Shading to Rendered mode, you must see mixed material.
Baked texture will be wrong, it will contain color from only one material.
The same problem with baking normals.
Baking.blend
Changed status to: 'Open'
Added subscriber: @VitaliiShmorgun
Added subscriber: @mont29
Changed status from 'Open' to: 'Archived'
This issue is effectively unfixable without a major redesign of the Blender Internal material nodes. Render passes have this issue as well for the same reason, the only pass which is forwarded fully through the material nodes is the Combined pass, for all the other passes it uses the active material node, by design.
This is fixable by making closure based shading nodes like Cycles, or implementing some other render pass forwarding system in the material nodes, but that's outside the scope of this bug tracker, it's a major rewrite.