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Baking HD displacement map in … Daz 3D Forums > 3rd Party Software > Blender Discussion>Baking HD displacement map in …

Baking HD displacement map in Blender

Hurdy3DHurdy3D Posts: 1,059
October 2020 in Blender Discussion

Hey,

  1. I exported an HD figure with sub-d 0 (not base mesh) sub-d 4 to blender via the classical object export
  2. Added in Blender to the sub-d 0 figure a multi res and than applied via Shrinkwrap the HD mesh
  3. I deleted surfaces (like eyes) which I don't need on the sub-d 0 figure
  4. Added for all surfaces a image texture in the shader editor
  5. Set the multi res for the viewport to zero
  6. Use for rendering cycles in cpu mode and set in baking "Bake From Multires" and Bake Type "Displacement"

I've two issues:

  1. For the face I get just black
  2. All others images stay just gray (propably an UV map issue)

Using instead of Displacement "Normals" in Bake Type seems to work, at least for the face.

Any idea what I'm doing wrong to bake the Displacement maps?

 

Comments

  • j cadej cade Posts: 2,310
    October 2020
    gerster said:

    Hey,

    1. I exported an HD figure with sub-d 0 (not base mesh) sub-d 4 to blender via the classical object export
    2. Added in Blender to the sub-d 0 figure a multi res and than applied via Shrinkwrap the HD mesh
    3. I deleted surfaces (like eyes) which I don't need on the sub-d 0 figure
    4. Added for all surfaces a image texture in the shader editor
    5. Set the multi res for the viewport to zero
    6. Use for rendering cycles in cpu mode and set in baking "Bake From Multires" and Bake Type "Displacement"

    I've two issues:

    1. For the face I get just black
    2. All others images stay just gray (propably an UV map issue)

    Using instead of Displacement "Normals" in Bake Type seems to work, at least for the face.

    Any idea what I'm doing wrong to bake the Displacement maps?

     

    1'st  thing, you really shouldn't use the shrinkwrap modifier. use blender 2.9 or later import in your HD mesh add a multiresolution modifier and hit rebuild subdivisions. It will rebuild the lower levels down to the base res. Even if you want to bake from a smoothed version rather than base rez it will still give you a much more accurate representation than using shrinkwrap.

     

    my guess for why its not working is that you didn't collapse the uvs when you exported them. Blender has some preliminary UDIM support, but still can;an't bake outside the traditional reigon, I have fogot to collapse uvs and unsucessfully tried to bake a fair nymber of times. either re-export or move the ucs in edit mode (assuming this is actually the problem) This should fix the only baking to the face - ot sure on the baking black

     

     

  • Hurdy3DHurdy3D Posts: 1,059
    October 2020

    okay, will try your suggestions tomorrow after sleeping. wink it's very late here

    How do I collapse the UVs while exporting?

  • PadonePadone Posts: 3,861
    October 2020

    @gerster Also diffeo can do it for you.

    http://diffeomorphic.blogspot.com/2020/09/baking-normal-maps.html

  • Hurdy3DHurdy3D Posts: 1,059
    October 2020
    j cade said:
    gerster said:

    Hey,

    1. I exported an HD figure with sub-d 0 (not base mesh) sub-d 4 to blender via the classical object export
    2. Added in Blender to the sub-d 0 figure a multi res and than applied via Shrinkwrap the HD mesh
    3. I deleted surfaces (like eyes) which I don't need on the sub-d 0 figure
    4. Added for all surfaces a image texture in the shader editor
    5. Set the multi res for the viewport to zero
    6. Use for rendering cycles in cpu mode and set in baking "Bake From Multires" and Bake Type "Displacement"

    I've two issues:

    1. For the face I get just black
    2. All others images stay just gray (propably an UV map issue)

    Using instead of Displacement "Normals" in Bake Type seems to work, at least for the face.

    Any idea what I'm doing wrong to bake the Displacement maps?

     

    1'st  thing, you really shouldn't use the shrinkwrap modifier. use blender 2.9 or later import in your HD mesh add a multiresolution modifier and hit rebuild subdivisions. It will rebuild the lower levels down to the base res. Even if you want to bake from a smoothed version rather than base rez it will still give you a much more accurate representation than using shrinkwrap.

     

    my guess for why its not working is that you didn't collapse the uvs when you exported them. Blender has some preliminary UDIM support, but still can;an't bake outside the traditional reigon, I have fogot to collapse uvs and unsucessfully tried to bake a fair nymber of times. either re-export or move the ucs in edit mode (assuming this is actually the problem) This should fix the only baking to the face - ot sure on the baking black

    Did it like you suggested and it's working fine. Thank you yes

  • Hurdy3DHurdy3D Posts: 1,059
    October 2020
    Padone said:

    @gerster Also diffeo can do it for you.

    http://diffeomorphic.blogspot.com/2020/09/baking-normal-maps.html

    Thank you for the hint.
    So far as I know Diffeo supports only Sub-D 2 or 3, like DazToBlender, correct?
    And this is only about normals, but I wanted displacement (grayscale height maps).

  • Singular3DSingular3D Posts: 562
    October 2020

    A step-by-step tutorial for dummies would be great, as I'm not very good at Blender up to now.

  • PadonePadone Posts: 3,861
    October 2020

    @gerster As I know it diffeo takes the viewport subd level. If you want true displacement then use the HD exporter that's based on multires.

  • cfazio4cfazio4 Posts: 0
    May 2021

    Hey @gerster - did this fix th baking black of displacement map for you?

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Baking HD displacement map in … Daz 3D Forums > 3rd Party Software > Blender Discussion>Baking HD displacement map in …