Raycast Displacement Baker

by hodgson3d in Modifier Setups


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.


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Rating
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Dev Fund Contributor
Published 5 months ago
Software Version 4.2, 4.1
License Creative Commons
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