Dynamic Paint can output to different targets depending on the Format. In your example you're baking to Vertex weights. However, changing it to Image Sequence will give you a new Output panel that allows the output to be baked to a sequence of images :
Once stored as a series of images you can use an Image Texture node set to 'Image Sequence' to retrieve ...
install blender v2.91 experimental build as of 15_09_2020
installed not on c drive
did not take set up from v2.90
make sure hires and low rez have render flag on if off fails
set bake to an actual folder path not c\tmp prefarably not on c drive
save as rgb 16 bit no alpha
set samples to 1 1
make sure bake extrusion big size here 2m, ...
You can set a bigger margin without perturbing the bake itself:
So the result is:
And the models are still quite nice:
So for the api, use the margin parameter:
When the particles are converted, they aquire their size as particle, so generally much smaller than the original object.
From that, if the displacement is set to "global" coordinates, the mapping of the object on the voronoi texture becomes very small and so has few variations.
As solution, set the displacement to "local" coordinates and ...
This is a rather common issue with this technique. what is happening:
In order to understand how "bumpy" something with completely different geometry is, blender uses a "third model" called a "cage". (when it's unchecked, the cage just uses the selected model to make it, with the solidify modifier I presume) the cage shoots rays ...
I succeeded in saving our character but the way I did it was hard-won. I hope this will be helpful to others who learn the hard way that their armature is not setup to be interpreted properly by Unity. Note that I have been advised by a professional that this is over-complicated compared to the minimum that really needed to be done to "save" the ...