I need to understand:
- Details of every ShaderEvalType
- What is this PASS stuff? They are added to Scene and BufferParams to bake. What are they for?
- For a model, I need to bake AO, Diffuse, Reflection, Emissive, etc. into separate files and export the scene ( into fbx, gltf etc.) so that this model can be imported into an application where user can change diffuse images)
I even need to bake Combined texture for read-only viewing. To achieve this, is there a way to tell Cycles to write separate image for each ShaderEvalType while baking Combined?
Please guide me.
Does “Cycles Encyclopedia” explain these things?
Thanks in advance