This is probably going to be a very stupid question, but is there a way to bake a displacement map without actually displacing the mesh?
I have a displacement map as an input in Marmoset that needs to be baked to a new UV map. Basically I’m baking low poly to low poly because Blender keeps crashing when trying to bake anything higher than 6k textures. Whereas with Marmoset I can easily bake 16k textures.
Any case, is there anything I can do other than actually displacing the mesh?
Note: I have posted this on polycount as well, but seems like that forum is dead or close to it.
So i baked a distance map from a multires object and used it as the albedo then used a different UV and baked the color to the new texture… mixed them in the shader to look at the difference… and now i have a different UV fro the distance map…