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Convert any 3D mesh into a Basrelief alpha


Carlosan
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Basrelief.jpg

  

On 11/1/2021 at 2:44 PM, sprayer said:

Yes to avoid terraces like this
image.thumb.png.766f7cfcf6117e133745434fb11e30b2.png

you need 16bit format

image.thumb.png.b361c3c45f9217831d2f14254ef85c3a.png

Your steps

- in sculpt room rotate model to look on top

- go to render room choose depth pass

- turn on fog and adjust a bit to see it in viewport

- return to sculpt room, file->export->export depth along Y, choose tiff or exr format, make sure to mark checkbox

1912264752_screenshot2021-11-01001.png.24d11a6e205aa88062d258910759b2bd.png

and save image, tif will be in 16bit, exr in 32bit.

 

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I realize this is a very old thread.. but to avoid the stair stepping (aliasing) you probably used a 8 bit grey scale for the depth map, no?

I believe if you can import a 16bit greyscale bitmap for your depth map, it should produce a much smoother transition.

 

Curious about what ended up happening on your end?  Did you just sculpt/smooth all those terrace transitions by hand??

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