Displacement baking with Cycles #68922
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Reference: blender/blender#68922
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Added subscriber: @dfelinto
#54696 was marked as duplicate of this issue
Added subscriber: @pawel.palenica
Added subscriber: @BeckersC
Added subscribers: @brecht, @marcofugaro, @michaelknubben, @clepsydrae, @DuarteRamos
Added subscribers: @JulienKaspar, @frameshift
I was pretty surprised to discover the flaws in displacement baking as it currently stands. I'm happy to see this task but I'm a bit astonished about its lack of information.
Since I can't find much that's up to date, I went exploring with my students today. I hope this helps as some sort of overview from an end user perspective.
Regular displacement baking
The fact that it exclusively works with Multiresolution Modifiers is pretty restrictive, so I would suggest efforts be made towards enabling displacement baking From Selected to Active.
This is a known issue - Brecht posted in #82454 that the current baking system simply doesn't support it.
Regardless though, Bake from Multires works pretty okay, aside from a few problems:
The resulting displacement map returns 0.5 for every pixel unless both Low Resolution Mesh is checked (in the Bake properties) and Level Viewport is set to 0 (in the Multires modifier). Seems to me that this equals instructing Blender twice to calculate displacement relative to the base mesh.
When baking successfully completes, the pixels don't contain the expected object space values. Blender seems to assume that the resulting displacement map is to be exported as a byte image, and therefore sets it midlevel to 0.5, while squeezing the entire range to 0-1, even when the fresh image datablock is created with 32-bit Float enabled.
Vector displacement baking
As far as I'm aware, this hasn't made it into Blender yet. I'm obviously not much of a developer or a mathematician, but given the data the Multires modifier stores, I'd say Blender has pretty much everything it needs? Do correct me if I'm wrong, obviously.
I remember briefly talking about this with @JulienKaspar after Spring. Any more information on its potential difficulty to implement?
Added subscriber: @FrancoisRimasson
Added subscribers: @JosephEagar, @Francis_J
Vector displacement baking would be useful if one were to add Vector Brush into sculp mode eventually. That would permit to bake VDM sculpted from a plane and apply this to a sculpt.
I know @JosephEagar was interested in implementing that eventually. But I would not talk for himself.
Added subscriber: @uelix
I don't know if it is worth mentioning, you could be looking for a different implementation, but @nutelz did these nodes to bake vector displacement maps in cycles a couple of years ago
https://www.youtube.com/watch?v=Dgrz7_Xl5Eo
https://drive.google.com/file/d/0B1mc80hFkBqcZHAxNUwtNENOTkU/view?resourcekey=0-0eEU1N7BLqFYYWlaGtK9eA
I think it is also included in this addon https://github.com/Secrop/ShaderNodesExtra2.80
Added subscriber: @nutelz
Added subscriber: @Bender
I am creating high res textures with scanned date and baking displacement is absolute must for this. I was baking it in 2.79 when I was learning on low poly counts, but now my scans easily exceed 100M polygons which is impossible to import in old blender, it just hangs for hours and hours...now when new OBJ importer and exporters are here, I tried and now I can import huge files in 3.2 version and would be very nice if I could use blender for baking displacement as well...
Added subscriber: @cj-does-stuff