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View Full Version : Baking Displacement? Or final output.


Magyareagle
11-06-2005, 06:58 AM
I have a mesh with a displacement map applied to it. Is there any way to bake the final result so the initial mesh is the same as the final mesh? In this case I have a high poly face where all the details are the result of a displacement map. These are significent details, such as the lips, eyes, etc. I would like for the final mesh to be output so that I don't need to apply the displacement map when I export it. Also I would like to be able to further refine the details without painting the texture as that has its limits.
I appreciate any help or any plugins people might suggest.

Sincerily

B. Szoke

wuensch
11-06-2005, 09:43 AM
directly with c4d board tools there is no way, but you can convert your Dispmap with the plugin:
Ditools (www.remotion.de.vu (http://www.remotion.de.vu)) and the realtime displacer DiPlacer thats included very nicely .
You can also do this in Z-Brush if you have that.

Olli

MJV
11-06-2005, 09:51 AM
Jenna can do it as well.

sad
11-06-2005, 11:11 AM
would you please xplain how to do that with jenna?

Ernest Burden
11-06-2005, 12:11 PM
directly with c4d board tools there is no way,
You can also do this in Z-Brush if you have that.

Is that fairly easy to transfer back and forth? I have not had time in my life to learn the Zbrush/C4D workflow, though many people have written it up for us. I wasn't aware you could use ZB to 'make editable' your C4D displacement objects. I thought it was just about rendering ZB models in C.

paulselhi
11-06-2005, 01:24 PM
With ZB you can use your displacement map on a highly subdivided mesh and save the resultant displaced object


With Jenna just put a displaced view object below the mesh and do a current state to object

I don't think it will bake SPD just basic displacement but if you up yopur mesh resolution and/or use hypernurbs this would not be a problem

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