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This ties into the previous meta task that describes the progressive global illumination workflow. Basically once you can calculate global illumination, you likely want to bake it into the meshes for reuse. This would also be useful for ambient occlusion and shadow baking as well.
There are two aspects to a baking workflow.
UV Unwrapping via Mesh Color Textures
#14053
Render to Unwrapped Texture
#14054
atul-mourya, FlorentMasson, Vaggal, marcofugaro, robertlong and 7 more