diff --git a/source/blender/editors/object/object_bake_api.cc b/source/blender/editors/object/object_bake_api.cc index d72c9ea79a0..cbd4262da75 100644 --- a/source/blender/editors/object/object_bake_api.cc +++ b/source/blender/editors/object/object_bake_api.cc @@ -566,7 +566,8 @@ static bool bake_object_check(const Scene *scene, if (mat != nullptr) { BKE_reportf(reports, RPT_INFO, - "No active and selected image texture node found in material \"%s\" (%d) for object \"%s\"", + "No active and selected image texture node found in material \"%s\" (%d) " + "for object \"%s\"", mat->id.name + 2, i, ob->id.name + 2); diff --git a/tests/files/render/util/render_bake.py b/tests/files/render/util/render_bake.py index c3ad46cfb87..af28488fc34 100644 --- a/tests/files/render/util/render_bake.py +++ b/tests/files/render/util/render_bake.py @@ -10,6 +10,13 @@ def bake(context): cscene = scene.cycles image = bpy.data.images["bake_result"] + # Make sure active texture node is selected as well, new requirement in 5.0. + for material in bpy.data.materials: + nodetree = material.node_tree + if nodetree: + for node in nodetree.nodes: + node.select = node.show_texture + if scene.render.bake.target == 'VERTEX_COLORS': # Bake to the vertex group first, then bake to a image #