System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79
Blender Version
Broken: version: 3.0.1, branch: master, commit date: 2022-01-25 17:19, hash: rBdc2d18018171
Worked: NONE
Short description of error
When attempting to use the Bake function to render Diffuse on Metallic surfaces, setting the surface to be 100% Metallic causes the render bake to turn out completely black on those surfaces.
It makes some degree of sense that a metallic surface would not absorb any diffuse light, however, this is internally inconsistent as setting the Metallic value to ANYTHING below 1.0 produces diffuse lighting information in the bake.
Metallic surfaces of varying degrees in real life show lighting and shadows on them. Blender appears to work the same way--except for this 1.0 metallic case, which ends up seeming like a bug.
99.99% metallic bakes diffuse lighting but 100.0% bakes NO diffuse lighting. How was that threshold decided? There must be a more scientific, physically-based approach that might make more sense.
Exact steps for others to reproduce the error
-Start with the provided .blend file
-Select the cube object and make sure the image texture is selected in the Shader Editor
-Try light baking with the "Diffuse" setting enabled (dropdown). Set to both Direct and Indirect lighting (no color)
-Try again with the Metallic slider all the way up to 1.0
-Compare the rendered lightmap-- when at 1.0, the cube doesn't get any baked lighting at all.