Well, part 8 of this excellent series has dropped, and at the beginning it contains a very interesting insight into the problems we might get while trying to bake our procedural textures. Long story short, after a fair bit of running round the houses, Adam gets it sorted in the end, but it's not immediately obvious what was going wrong in the first place, and I wondered if anyone here could shed any light on the following...
In his landscape material, he has a colour, diffusion, bump and displacement going on, and makes use of the terrain mask in several of those channels, which is why he needs to bake the textures, as it is impossible to bend (or otherwise deform) the landscape without breaking those height-based terrain masks, and possibly also the displacement (which continues to give him spurious errors and weird angular polygons right til the end !).
So, when baking, in particular:
1. Why does a bake of his colour channel give that horrible washed-out result ? I would expect this to be a linear workflow issue if anything, but it isn't !
2. Why does the bake of his bump channel give a radically coarser and different noise result to what is shown in viewport and render when making that material ?
3. Is there a problem or bug with baking displacement, that gives him the weird angular polygons in certain places ? or if not, what else might have caused this ?
Very interested to hear from anyone who might know why these things might be the case...
Cheers
CBR