So how does microdisplacement work now in 2.79?

Hi @Secrop , could you please explain further how to use that Python file? My mortal brain can’t figure out :confused:

I thought i could just ‘run script’ as seen at @nudelZ 's video but no success (it doesn’t give any error too):

Also another question: How is it possible to apply adaptive subdivision without tear effects? When i try to apply it something other than a plane, it tears apart from the seams generated. But in video there was no problem applying it to a rectangular prism.


I’ve also checked your post from 2 years ago but failed baking a proper vector displacement map:

Here is the asteroid like shape i created for my tests: Asteroid_multires.blend (854.6 KB)

Here is the final bake result i can get (probably wrong):

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Download the master in the zip format, install it from the preferences menu, just like any other addon, and enable it.
After that, the DisplacementBake node will be available in the node editor.

To use it on your file some things need to be done…
First, you need an UVmap in your object. Also, with the multires modifier, it’s allways better to ‘reshape’ it before proceding.
The baking target images should be 32bit floating point, and their colorspace (on the Properties panel) should be set to ‘raw’.
In the file bellow, I just duplicated the asteroid, and changed the multires with a subdiv on the new copy.
From here, is just baking the ‘position’ from the multires obj, then baking the ‘Object Displacement Vector’ on the subdiv obj.
In the end we just need to plug the baked texture directly in the displacement socket.

Asteroid_multires_and_displacement.blend

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