Is your feature request related to a problem? Please describe.
In game development, it is common to create a high resolution mesh, a low resolution mesh, and then to bake a texture representing the difference (such as a normal map). Sorcar adds excellent support for creating a high res model while still allowing you to modify the low res, but currently, Sorcar doesn't appear to support texture baking.
Describe the solution you'd like
A node to bake two different meshes into a texture. Basically, the functionality outlined here: https://docs.blender.org/manual/en/latest/render/cycles/baking.html. I'm not much of a designer on this, but here are the links I would assume:
High res mesh
Low res mesh
Output texture (file)
Type (Normal/AO/Shadow/other types in link/etc.)
Describe alternatives you've considered
Currently, this is possible by doing it manually. That is, creating two meshes through the nodes, then manually baking. This works just fine, but often the baked texture is just as important as the mesh, so having an automated way to get all data would be preferable.
Additional context
I understand this request is a little different because it doesn't change the mesh, but rather adds an additional output. This request may not fit in with the rest of Sorcar's goal, but I think it is worth considering.
Is your feature request related to a problem? Please describe. In game development, it is common to create a high resolution mesh, a low resolution mesh, and then to bake a texture representing the difference (such as a normal map). Sorcar adds excellent support for creating a high res model while still allowing you to modify the low res, but currently, Sorcar doesn't appear to support texture baking.
Describe the solution you'd like A node to bake two different meshes into a texture. Basically, the functionality outlined here: https://docs.blender.org/manual/en/latest/render/cycles/baking.html. I'm not much of a designer on this, but here are the links I would assume:
Describe alternatives you've considered Currently, this is possible by doing it manually. That is, creating two meshes through the nodes, then manually baking. This works just fine, but often the baked texture is just as important as the mesh, so having an automated way to get all data would be preferable.
Additional context I understand this request is a little different because it doesn't change the mesh, but rather adds an additional output. This request may not fit in with the rest of Sorcar's goal, but I think it is worth considering.