I have a model of a butterfly that uses a displacement map for most of the detail on the mesh at render time. To get an accurate render, I have it subdividing 4 times for the render before applying the displacement map.

While it gives me great detail, the downside is that I then have to wait a while for it to start rendering as it goes through a long "synchronizing object" stage on every frame. I'm assuming this is when it calculates the displacement on the object? I'm not entirely sure what this is doing.

Is there a way to bake this information or get around this step without spending so much time on it? This project has potentially quite a few frames to render at 1080p, so any way to lessen that is welcome.



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