Problem with baketexture node disp & reading it back in

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I'm working in Houdini Apprentice 21.0.512 - Py3.11, and I have been following a tutorial on YouTube from Magic Market on procedural rock generation. I got to the part about baking out the displacement map, in the third video, but I can't get it to apply it back on correctly. Here's the relevant part of the series I'm stumped on:

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.

Image Not Found
Edited by seven6ty - 2025年12月25日 18:51:44

Attachments:
lo_hi_spheres.png (2.2 MB)
render_sphere.png (4.4 MB)
sphere_render.png (2.0 MB)
test_file.hipnc (624.0 KB)

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