Comments from Brecht Van Lommel:
"""
Currently the viewing direction for each pixel is set to the normal, so
at every pixel glossy is evaluated as if you're looking straight at it.
Blender Internal works the same.
"""
This patch makes baking glossy as viewed from the camera.
Reviewers: brecht
CC: zanqdo
Differential Revision: https://developer.blender.org/D555
The kernel for baking the world texture was the same as the one used for
baking. Now that's separate which allows the kernel to reserve much less
memory.
If we are using a mix node we still need to evaluate the BSDF lighting
even if scattering is successful.
Note: this was working for branched path (probably an oversight when
branched path support was introduced for baking, a good oversight though
;)