Hi @hookflash ,
When using the diffuse only bake type Blender will only use the color information from the Principled BSDF as in this tutorial. Remember though to uncheck Direct and Indirect under the Influence.
I have done some testing and found no difference between your workaround method, using an emission shader and the bake type of emit, and using the principled BSDF with the diffuse bake type, when metallic is at 0.
However with the metallic at 1, baking with the diffuse bake type and the principled BSDF, the baked texture is black. With a gradual darker color consistent with a gradual increase from 0 to 1. This is probably due to the way metallic works.
The description from the Blender Manual:
Metallic
Blends between a non-metallic and metallic material model. A value of 1.0 gives a fully specular reflection tinted with the base color, without diffuse reflection or transmission. At 0.0 the material consists of a diffuse or transmissive base layer, with a specular reflection layer on top.
Key words – fully specular reflection tinted with the base color, without diffuse reflection or transmission.
My method is to temporarily use a diffuse shader node in place of the principled BSDF and the diffuse bake method, but the principle is the same.
@jlampel what do you make of this?
I would of thought the base color from the principled BSDF could still be baked with a diffuse bake type, seeing as it is still used as the tinted reflection?