Member tekgecko Posted January 25 Member Report Share Posted January 25 Is there a way to take all height / normal data from the paint room and export it as a displacement map? I tried textures > export > displacement map of visible layers, but it saves a completely black image. Quote Link to comment Share on other sites More sharing options...
0 Reputable Contributor digman Posted January 26 Reputable Contributor Report Share Posted January 26 Not with the Bake w/ Normal Map Per Pixel baking. Choose Bake w/ Normal map (Per-Pixel) + flat displacement. This way you will get a normal map and a displacement map but still be in per-pixel mode which gives the highest quality painting. Now, you need to sub-divide the model when baking. Choose the highest or next highest division offered to you in the baking menu. You must subdivide. This is normal when creating a displacement map. You can still export your low polygon model from the paint room when using the export objects and textures menu or from the Top Textures menu. Now when exporting from the objects and textures menu panel be sure to choose your low polygon model. Your external renderer or runtime will subdivide the model when using the displacement map. The displacement map will be put on a hidden layer in the paint room after baking. Of course you can hide the normal map and unhide the displacement map to see it to check it. Since you are mainly interested in baking for per-pixel mode I will not discuss Micro-Vertex baking for a displacement map. That is the main purpose of this baking routine. A world space normal map will be created. No normal map layer created. You can still export a tangent base normal map though. If interested in this method, I will explain as well. Side note: As with all displacement map baking. quads work best and a good retopo layout plus good seams creation layout 2 Quote Link to comment Share on other sites More sharing options...
0 Reputable Contributor digman Posted January 26 Reputable Contributor Report Share Posted January 26 First before answering your question, I need a little more information. Did you bake from the retopo room for obtaining a normal map? Import a model to the paint room for per pixel painting then import an external normal map. Quote Link to comment Share on other sites More sharing options...
0 Member tekgecko Posted January 26 Author Member Report Share Posted January 26 17 hours ago, digman said: First before answering your question, I need a little more information. Did you bake from the retopo room for obtaining a normal map? Import a model to the paint room for per pixel painting then import an external normal map. Thanks Digman, baked the normal from high res sculpt from retopo room yes. Quote Link to comment Share on other sites More sharing options...
0 Member tekgecko Posted January 27 Author Member Report Share Posted January 27 Fantastic, thanks so much for your detailed reply! Quote Link to comment Share on other sites More sharing options...
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tekgecko
Is there a way to take all height / normal data from the paint room and export it as a displacement map?
I tried textures > export > displacement map of visible layers, but it saves a completely black image.
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