https://www.youtube.com/watch?v=uTPR0cUVRdg [www.youtube.com]
I set up the baketexture node as he does, with a base sphere that has UVs applied, and a higher resolution version subdivided sphere copy, with noise applied, to serve as the displaced geometry. You can see both of those two spheres here:
I then use an objmerge node in a new "render" node that has the low resolution sphere with UVs applied in it, and that geometry node has a principle shader with the displacement map loaded as a texture. However, when I visualize that node in the scene, it just looks jumbled and broken:
And when I do an in-scene render, it doesn't look as broken, but it certainly doesn't look right at all:
I'm including my test file here. You'll need to save it, and then you can go into the /out/baketexture1 node and render the displacement map to disk, which should then be able to be picked up in texture path parameter of the /mat/principledshader1 node. Please let me know if anyone might have a clue of why this looks incorrect. I'm unable to get to the step of comparing the original object against the rendered object with the displacement map applied.
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