Ultimately, I'm trying to bake the displacement map to actually deform the mesh of an object. In the end, I should end up with a baked displacement texture, and use it in a "displace" modifier to deform the mesh

I'm following this tutorial that shows how to do that https://youtu.be/H51zh25KGGY?si=oDOyCmxZtLDdnZ8F

My only issue is the part where I need to bake the displacement texture on an image texture. I need to un-wrap the UV so it fits within the bounds of the UV map. But by doing that, it makes my UV scaled up like crazy, which is definitely not what I want.

Exemple: enter image description here

What the texture should look like. (on the right) enter image description here

Nodes: enter image description here

Does anyone know how I can work around this issue?

Here is my blend file, for anyone interested https://we.tl/t-OMTSDZ3PRF

  • $\begingroup$ So your question is not about baking, more about the UV that is too big? What you could do is playing with the scale of the Mapping node, to do that, plug an Input Value into the Scale input of the Mapping and play with the value? If this is not your problem, could you please elaborate? $\endgroup$
    – moonboots
    Commented Aug 30, 2023 at 7:37
  • $\begingroup$ @moonboots Changing the scale was the solution, thanks. $\endgroup$ Commented Aug 30, 2023 at 8:00
  • $\begingroup$ Why do you want to bake your displacement? You already have an image with the displacement you want. You're not changing your mapping or anything. You can use the existing displacement texture in a displacement modifier. $\endgroup$
    – Nathan
    Commented Aug 30, 2023 at 15:15

1 Answer 1


If you don't want to change the UV islands size, you could play with the Scale values of the Mapping node. To make it simpler, plug an (Input) Value node into the Scale input of the Mapping node and play with the value:

enter image description here


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