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I created a cylinder, applied a multires modifier, subdivided 5 times, and did some sculpting. Back in object mode i turned Viewport Levels to 0, turned on Cycles with GPU Compute, added a material and inside the material an empty (non-color) image texture which I selected before I pressed Bake -> From Multires -> Displacement. But the image turns out white/slightly gray with no details on it. Baking normals works fine.

Blender file below.

I literally can't make it work: enter image description here

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2 Answers 2

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It works fine, make sure that your image is 32-Bit Float, and that you plug your Image Texture node into the Height input of a Bump node (that you plug into the Normal input of your Principled BSDF).

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  • $\begingroup$ Thank you for your answer but unfortunately it still does not work. I updated my question with a screenshot. I am not sure if I have to connect my image node to a shader while baking? But no matter how I do it (connected or not). I get a blank image. $\endgroup$ Jul 12, 2023 at 6:32
  • $\begingroup$ Maybe try with another Blender version? $\endgroup$
    – moonboots
    Jul 12, 2023 at 8:40
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With the provided Blender file, I tried the following: Doing the same process as described in the question on a new Mesh (Round Cube) added to the same file. Baking displacement on this new mesh works fine, so I suspected something was wrong with my original (cylinder) mesh. I switched into Edit Mode and cleared all sharp edges + set all creases back to 0. Now it works and I have no clue why. And I also don't understand why it worked for @moonboots.

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