This is my first time retopologizing from a high-res object (meshroom scan). I made the new geometry, UV unwrapped, and baked the texture with an emission shader and a cage. Worked great.
But when I went to bake a displacement map (or start to learn how, anyway) I found that 2.80 seems to lack displacement baking.
I’ve seen vague references to “vertical gradient maps” and “VDM” (vector displacement map?) as workarounds – what the smart way to go about this?
I poked around with a gradient node but haven’t gotten anywhere with it. I have no idea how to work with vector data in the node graph, and I can learn, but I want to make sure I’m spending my energy in the right direction.
What’s the current best way to go about capturing detail from a high-poly textured object in to a matching low-poly object? (Without generating the bump or displacement maps manually in gimp, I mean – the texture doesn’t lend itself to that, and I’d like to learn the proper process anyway.)
Thanks for any tips!