Graphics Programs Reference
In-Depth Information
Next, I assigned a new image to the object's
UV coordinates by selecting the object, entering
Edit mode, and, in the UV Image editor, using
Image
4
New Image to create a blank, 4096×4096
image for baking displacement. (Be sure to check
the
32-bit float
option for best results when creat-
ing this image, as displacement maps with lower bit
depths can cause nasty stepping artifacts.)
Finally, I baked the displacement from my
original sculpt to the new retopologized mesh (see
Figure 6-27) by following these steps:
5.
Leave the Distance parameter set to the default
of
0
.
6.
Click
Bake
to bake your displacement map.
7.
Once it is baked, save your displacement map
as an
OpenEXR
file from the UV Image editor
by selecting
Image
4
Save as
Image
from the
header menu (making sure to set the file type
to
EXR
when saving).
Applying Displacement to the Sculpt
Once the displacement map image has been baked,
you need to create a texture that uses this image
and apply it as the input for a Displacement modifier
applied to the new mesh.
1.
Select the original sculpt.
2.
Use
shift
4
Select the retopologized mesh
and
apply a
Subdivision Surface
modifier to it with
a render level of
3
. This will subdivide the mesh
before calculating the displacement so that
later, when we use a Multires modifier to sub-
divide the mesh, the same displacement can be
applied.
*
The procedure outlined below is somewhat inelegant
because in order to edit a texture's properties, Blender
requires you to assign it to a material, world, or brush.
To get around this, you can create a “dummy” mate-
rial to assign the displacement texture to so that you
can edit it and then assign it to the displacement mod-
ifier. (For more on how images, textures, and materials
normally work, skip to Chapters 10, 11, and 12.)
3.
In the Render tab of the Properties editor, open
the
Bake
panel.
4.
Make sure that
Selected to Active
is enabled
and Bake mode is set to
Displacement
.
Figure 6-27: Baking the displacement from the old sculpt to the new retopologized mesh. This is often easier to tweak and gives
better results than the Shrinkwrap modifier, though it takes some extra effort.
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