Ihab Ali


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Houdini Skills


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Recent Forum Posts

Map Baker Displacement texture workflow Nov. 4, 2020, 9:17 a.m.

Thanks for the explanation Paul. So I'm still having issues with height maps as I might not be understanding the logic correctly. I've attached a simple scene that attempts to generate a height map on a grid from a scanned wall model. In normals mode it works for some parts but the rest of the texture is just a gradient. I hope this example can illustrate the issue I'm having.

https://drive.google.com/file/d/1G6IQLtovkvn03kSgupmX64GQUFZWS_VV/view?usp=sharing [drive.google.com]

Displacement and Vector Displacement from Labs map baker Oct. 19, 2020, 11:27 a.m.

I'm still trying to figure out how to use map baker to produce a plain displacement map like from the mantra baker. Any thoughts? Height output seems to produce a gradient to represent how the general heigh of one surfaces over another but there are never any displacement details.

Map Baker Displacement texture workflow Oct. 9, 2020, 10 a.m.

I'm trying to generate a simple displacement map for a low to high poly model(experimenting with planes at the moment). The map baker “height” output doesn't seem to work in nearest distance mode and not properly in normal trace mode, not sure what going on there. I however did manage to bake a vector displacement map by using the attribute mapping feature to bake the high poly mesh world position into the low poly mesh's uv space(using P as the attribute). Did the same thing for the low poly mesh's world position by wiring the low poly mesh into both inputs and subtracted one from the other to generate a vector displacement map. That seems to work but details are not captured accurately and they seem to be slightly offset from he original model. My questions are:

1)Why is the height map producing empty results? In nearest distance mode I keep getting a gradient which seems to indicate the average height of the low poly mesh over the high poly one but there are no high resolution details in the map. It doesn't matter if the high poly mesh has normals or even UV, I'm always getting this weird gradient result. In normal mode I can't use it and I understand why it doesn't work as both models basically overlap(just like they would in a LOD situation).
2)What's the position map supposed to be? I assumed it was world position of the high poly mesh baked into the low poly's UV space. I keep getting an empty teal map with no details. Again regardless of trace mode settings.
3)Is there a better/more accurate way of generating vector or scalar displacement maps using the tool?