How can i bake my procedural displacement map?

Hello

I have modeled a table for client and made a procedural texture to them. Now i need to make sure that the people can use that table in every software. My plan is is it possibel to bake the proceduarl displacement map

Yes, you just plug the wire that goes into the displacement node directly into the material output, then bake the emission. This is a trick that can allow you to bake any part of a material node tree, even if there isn’t an explicit option to bake that thing in particular.

Thank you

Is this possible i have done my procedural displacement map and have managed to create the desired geometry. What i want is that i want that shape to remain as obj so i can send to 3d max cinema 4d users.

You want to convert the displacement to real geometry?

To do that, first bake the displacement to a texture like I explained. Then, use that texture in a displacement modifier, adjust the modifier so it looks as close as possible to the original material, then apply the modifier. You now have a real mesh with the correct shape.

This might be a bit heavy to send as an obj if you used lots of subdivision for the displacement, so you could optionally decimate the displaced result to a lower polygon count if it’s fine for this situation.

Understood perfectly thank you.

What do u think what option is the best to send to client so that he can send that to architects.
Like i i said i want my table to be universal, so it can be used at any software. Should i send as obj or fbx. My table is a bit of combination of procedural texture and pbr with uv. Can uvs be read in all other software. What do you think how should i make this?

UVs can be read in all software, but materials cannot. The material will be contained in the export, but it will most likely appear without its textures when imported.

There is no way to create a material that can be read in any software, because every renderer is a little bit different. The closest you can do is to reduce a procedural material to a single set of standard PBR textures. The user will need to plug those textures manually and re-create the material themselves from those standard textures (just like when you download PBR textures from a website).

The standard textures (color, metallic, roughness, normals) will work decently well in any renderer that uses the modern metallic/roughness workflow, with possibly a little bit of contrast adjustment needed (but the user can do that part).

If the model isn’t too heavy, I would include both, but it doesn’t really matter that much. They are both generally safe bets and will both be widely compatible.

Thank you so much