Raycast Displacement Baker
NOTE: When baking lots of
objects that are crashing/interesecting, it is best to "explode" the
objects (move them apart from each other) so the raycast node isn't
shooting rays onto the wrong objects.
INSTRUCTIONS:
-Create 2 collections, one for your low res geo and one for your high res.
-Append
and attach the geometry node to a new object (outside of the
collections you just created) and link your hires and low res
collections under the geometry node settings.
-Increase the subdivision levels within the geometry node settings so your low res is capturing the detail of the high res.
-Dial
in your "open edge" and "raylength" thresholds to remove any spikes
(start will very small values and slowly increase until all spikes are
resolved)
-Once happy with your projection, assign a material to your geometry nodes
object, geometry nodes modifier and your low res geo.
-Enter into the shader editor and create an
"attribute" node under than material and call the "disp" attribute.
Connect the color of this node in to shader output (surface).
-From here you can bake as you normally would in cycles by creating a 32bit image (single OR udims), and bake out the emission.