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I have a high poly sculpted mesh that I want to use to bake normal and displacement (or height) maps. I had no problem baking the normal map from the high poly to the low poly, however there is no option to bake the displacement (or height) map.

I did a little research and found that you can bake a displacement map from the high res to the low res if your object is multires, but not if they are separate objects.

Is there a work around for this? For exemple, is there a way to select a different mesh to be the higher res of the multires modifier?

By the way, I already tried using a shrink wrap modifier to make a multires from the low poly, but the result is not very good, was hoping for a better solution.

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It's a two step process.

First, give your high poly a material emitting geometry/position-- XYZ world position. Bake emission high to low, as non-color data. Save this image to a floating point, .EXR file to preserve values out of the 0,1 range.

Then, give your low poly a new material that outputs baked high position - low poly position (again, geometry/position.) Emit that and bake it. Not high to low, just a regular bake of the data. Again, non-color, and save to .EXR. You now have an XYZ displacement map.

If you don't want an XYZ displacement map, but just a grayscale displace-along-normals map, then instead of baking highPos - lowPos, bake length(highPos - lowPos), using a vector math node for the length. The nature of selected-to-active baking means that this distance is along the normal anyways. Remap that length as desired to fit inside the 0,1 range if you want.

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