Baked maps too dark - Unlit Diffuse Color

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I am baking unlit diffuse maps from high poly to low poly with the baketexture ROP to MPlay. The results are too darkas you can see in the images below. I already did:
  • Turn-off head light creation
  • Switch texture color space in principled shader
  • Set MPlay to Gamma 2.2
  • Tried JPGs and PNGs as input texture

Is there anything left to do?

Attachments:
baking_issue.jpg (55.3 KB)

https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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Does the principled shader still have a base color of 0.2?
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Thank you, jsmack! That solved my problem. I was thinking the map overrides the base color
https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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BTW: Whats the most minimal approach to get texture baking working from a materialbuilder?

I tried uvcoords -> texture -> pbr-diffuse -> surface_output
and also bindexport: Cd

But it didnt show up in the baking.
https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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surface exports has all the baking stuff, but you have to add the expected exports to the input layer struct.
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