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As far as i know mantaflow is running on cpu, I'm runing your blend on a laptop no problem. Keep in mind it creates a lot of cash files as well. be sure to have enough disk space for the cache be sure to not create superlong folder names (there is a limit on depth size in windows). This can happen as a result of long project names subfolders etc. clean up ...


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One way to do this is with an intermediate bake. Assuming the original object is displaced by the modifier along its normals... (Bake Type: 'Emit') Bake the positions of displaced shading-points of the modified object, in object space, by using these nodes: Use a floating-point format, some numbers in the next step will be negative, so OpenEXR is good. I've ...


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I may be wrong but it looks like there's no automatic way to bake the height map of a Displace modifier. If your object is flat with 3D relief, you can apply the Displace, give it a black and white gradient texture on the Z axis, plug it into an Emission, create a plane above and bake the Emit. If it's a more complicated object, Ilakya gives here a method to ...


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It means that the bake worked, now you need to save the image that the bake has created, open the Image Editor or UV Editor and either pack it into the blend file itself or save it in a folder:


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It seems as though, as of Blender 2.92, baking a tangent space normal map without using Selected to Active does not work correctly in the presence of modifiers. I have opened issue T87449 on the Blender bug tracker about this. In the meantime, there are a few workarounds: Apply modifiers before baking. This is probably the best workaround, since it’s easy ...


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Your saved image doesn't have enough color informations. Save baked pass in OpenEXR format that can save information in unclipped bit depth.


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Ok I found out my problem, FYI for those behind me. In the shader menu, A new "Image texture" is required for every material, set that new image material to the UV wrap material in the UV editor.. Here is the video that helped me. Thanks One studio enter link description here


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Cube has attached three separate Shaders (materials) - Pink, Green, White ... To bake them into one texture ... add Texture node with new (empty) image and keep node selected. Do the same for other materials (like here for Pink and White). Just copy&paste node and keep selected. In case you want bake only color pass, select Diffuse and uncheck Direct ...


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You could change metallic to 0, bake the textures and then change it back to what it was. Or add a Diffuse BSDF node, connect it to the output and connect the texture to it, and then bake. When you are done baking go back to using the Principled BSDF node.


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Put the 2 pumpkins at the exact same position, unwrap the low-poly (for example with Smart UV Project method), give it a material with an Image Texture (not plugged for the moment), create the image (make sure that you create a 32-bit Float), select the high-poly, shift select the low-poly, choose Bake Type > Normal, Selected to Active, Extrusion > 0.2....


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Hello i saw this post and i have a workaround. do 2 cloth sims at the same time by pressing "bake". and magically you have working cloth simulations again. it worked for me don't know if it will for you my guy.


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I'm not sure exactly what's causing this to work, but if i bake a new animation with the skeleton (output properties and such set to desired frame length, it will create a new animation. If i go into the NLA editor, push down the action as an NLA strip, then head over to the action clip section in the N menu, select my newly baked clip, go to the outliner ...


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Ok, maybe this is not the best answer but it worked: I duplicated the skeleton (just the deform bones from the original skeleton, NOT the rigify stuff). Then I added copy-transform constraints to all these new bones, mapping them back to the original. Now on the new skeleton I can bake and everything works. I suspect the issue is that "clear constraints&...


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your subdivisions of your plane is far too big. So just make your plane much (!) smaller or subdivide it more (which i do not recommend if you do not want to crash your computer) - i just made your plane really tiny (after i rebought a new computer when i tried to subdivide it more...) and then bake your images again and i got small red lines on the pngs. ...


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10k sampling is a very bad idea, you will have to use a lower value and find the sweet spot for your render. A RTX graphics card could be used for denoising with OptiX, it's build into blender. But do not sample with 10k, the best RTX card won't be able to render magically in some minutes with this sampling value. https://www.youtube.com/watch?v=8gSyEpt4-60&...


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Just ran into the exact same problem under the exact same circumstances. This happens because you didn't name the cache sequences, so baking one always overwrites the other. They need to be given unique names.


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A tangent space normal map is a bake of normals relative to the low poly's normals. Whenever you make a tangent space normal map, it is going to take your existing normals, whether they're flat shaded or smooth shaded (or custom split normals, for that matter), and bake them into your normal map. So I think you just have a bit of a misunderstanding of what ...


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Making the objects "Single User" seems to fix it, in Blender 2.92 you do this by selecting all the objects you want to bake to keyframes in object mode, then go to "Object"->"Relations"->"Object Animation"


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To fix to shading in Blender, select the 2nd object in Object mode ... go to Object Data Properties tab expand ► Normals, and activate ☑ Auto Smooth, 30° expand ► Geometry Data, and clear the x Custom Split Normals Data go to Modifiers tab remove the WeightedNormals modifier


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just found out what my mistake was. I added the follow path as object constraint instead of a bone constraint


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