I’ve been in touch with Maxon about this, but thought I’d see if anyone else is having this issue (or similar)
See the attached image to see the issue visually. It should look like a normal, perfect sphere.
If you have the time please try the following simple steps to see if you have the same results.
It appears that normal maps bake out properly, but displacement maps are full of artifacts rendering them nearly useless.
We won’t actually sculpt anything, we’ll just be going through the steps to show the issue.
- Create a sphere primitive.
- Make it editable - “c”
- Enter sculpting layout
- Hit “Subdivide” in the Sculpting palette
6 times (which gives us a level 5 sculpt)
- Click on “Bake Sculpt Objects”
- Create name and save path for files.
- Change output size to 1024/1024
- Go to Options tab, Choose Displacement and Normal Map
- Set Displacement to RGB(XYZ Tangent)
- Set Normal to “Tangent”
- Click Bake
- Hide Sculpt object in Object Manager
- Do an editor render and you will see faint lines on the newly created model.
- Change the displacement value in the material to 30.
It gets even worse when you apply a deformer. (try putting a twist deformer on the baked out object)