xrok1 1 Report post Posted March 12, 2019 Just wondering if theres a way to convert an applied bump map (from the shader...) to actual geometry? I would like to apply a shader and use this bump to make actual geometry avoiding the need to brush the whole model and uv map... If not can I request this as a new feature? This would enable applying skin, scales... to the whole model then detailing other locations if desired. This would greatly improve workflow for 3d printing and could make 3DC the must have program for 3d printers! 1 Share this post Link to post Share on other sites
AbnRanger 1,537 Report post Posted March 16, 2019 If you model is in Microvertex mode, you can have the displacement baked on export: Share this post Link to post Share on other sites
Bungeecow 0 Report post Posted May 8, 2020 On 3/15/2019 at 7:05 PM, AbnRanger said: If you model is in Microvertex mode, you can have the displacement baked on export: Is this still relevant? I try to follow again but none of the export options are still there Share this post Link to post Share on other sites
AbnRanger 1,537 Report post Posted May 8, 2020 2 hours ago, Bungeecow said: Is this still relevant? I try to follow again but none of the export options are still there When you first import the mesh into 3DCoat, it needs to be in Microvertex mode, not Per Pixel Painting. I don't know why Andrrew hasn't enabled this EXPORT TO HIGH POLY MESH option in Per Pixel mode, yet, but it's not. Share this post Link to post Share on other sites
Bungeecow 0 Report post Posted May 8, 2020 Got it, it took me a while to find that mode. It's working now but I'm still not getting the bump/displacement details showing up on the mesh Share this post Link to post Share on other sites
Carlosan 2,466 Report post Posted May 8, 2020 Try switching on View > Show Displaced Mesh Show actual mesh displacement - Vertices of the mesh will be displaced along the normal in correspondence with the displacement map Share this post Link to post Share on other sites