Before you start baking
The object has to be UV unwrapped in order to be able to bake
Cycles needs to be selected as your render engine
Go to the Shader Editor and Open the Sanctus Library Tab from the N panel (From the Shader Editor)
Baking a Material
Select the Object, right click the Node Group of the Material you want to bake, click the “Select Sockets for Baking”
When clicked, select the Sockets to bake, then click OK
You will see your sockets added to the baking panel
Adjust the baking resolution, samples and settings to your needs and click the Bake button. It will change to “Baking…” until the baking process is finished.
Once finished, you will see the textures in the Texture Sets ready to use. Click the Instantiate PBR setup for a quick node setup ready to replace the procedural material:
Lastly, connect the recently added Principled BSDF to the Material Output
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