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<p>Wouldn't be too hard I guess, the only problem is that roughness
is a per-closure property so you'd need to figure out how to
combine them to a per-shader value.</p>
<p>I guess averaging of the roughnesses of all microfacet closures
(and weighting by their relative sample weight) should work
decently, though.</p>
<p>Apart from that, it's pretty much just copy-pasting and renaming
some other baking option.</p>
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<div class="moz-cite-prefix">On 01/17/2018 08:20 PM, Matthew
Heimlich wrote:<br>
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cite="mid:CAPBuH4Z6rnKX5R_A1LgSQfGmpRcdi4jEKSe3NsvrWmAk7neyAA@mail.gmail.com">
<div dir="ltr">I'm trying to test the waters here to get some
input on how much effort it would take to implement roughness
baking for Cycles. Currently it is the only major feature
missing for using Cycles to directly author and bake down
procedural PBR textures. What kind of effort would it take to
get this feature implemented?<br>
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