The “Target” map slot depends entirely on what material you selected for the “baked” material. F.e. if you selected a VRayLightMtl material, it would be its “color” slot. Or if it is a VRayMtl, it would be the self-illumination slot.
For the different brightness, it might be related to camera exposure. If that’s the case, turn on the “Apply color mapping” option for the bake elements.
Exactly what Vlado said about the map slot. Is your final output going to be for a game engine? Typically I pick the diffuse slot, which then imports into Unity3d. Although there’s still a step needed to have the shader in Unity be set to unlit/textured so it isn’t affected by the lighting (if any) in the game engine scene.
Brightness issues with the baked texture are typically a gamma issue. I’ve had to play with making sure that the gamma output preferences is set to 2.2, as well as including gamma within the color mapping (color mapping, mode: color mapping and gamma). At that point the textures are looking brighter when they render, but they’re being saved correctly. It’s weird, but it’s a Render to Texture issue.
Hopefully you can get it sorted out with a bit of luck
And one more question, if its somehow possible to bake:
When I render object normaly from camera, it has some specular (mean very bright reflections) in some areas. Is it possible to bake this efect to texture? To have baked reflections as seen from camera? When I bake it normaly, reflection look different.
That’s because the reflections are view dependent and since the baking camera is different than that camera in the scene the reflections looks wrong afterwards.
As far as I know V-Ray does not support reflections baking based on specific camera.
What about being able to bake/render what’s in the reflection slot of the material? So not what is visible in the rendering, but what that material has in its map slot. This would be helpful when changing the UV’s to not overlap and baking out the geometry’s material. Baking the GI/Lighting in one texture, Normals, and the Reflection texture for use in a game engine would go a long way I think.
My client want to object looks right as on image he send me. Probably for some game or VR project, I dont know exactly. So I light a scene and make it to look close as image. But when I bake it, it looks different because of baking procedure.
I change the angle of lights and HDR so I have a little bit close texture after baking. But I wonder if this will be enough in next projects.