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my solution install blender v2.91 experimental build as of 15_09_2020 installed not on c drive did not take set up from v2.90 additionally 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, ...


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I managed to generate the Z channel in the normal map according to this scheme (taken from UE4). In the "normal" texture, everything is as usual, only the Blue channel, replaced by roughness.


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I managed to generate the Z channel in the normal map according to this scheme (taken from UE4). In the "normal" texture, everything is as usual, only the Blue channel, replaced by roughness.


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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 ...


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I've figured it out! Turns out, even if it doesn't show visually, apparently if the mid-level of the input to the bump node isnt 0.5, it bakes respective to that, meaning areas that should be flat are baking as if they're offset.


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Yes it is possible, I have a script which does exactly that. Short flow: Import high poly model Duplicate it Decimate it (decimate modifier) Setup normal map baking material and shader Setup Cycles to bake normal map Bake original high poly to low poly Export low poly An easy way to create the script is to do the flow in Blender UI and copy the commands ...


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The only way I know to do anything like this is to take the heightmap into the Compositor (I connected it as an emission, aligned the camera and rendered to get it this way - choose whatever method works best for you). The next step is to take the difference between a blurred version of the image and the original. Anywhere with a "sharp cutoff" ...


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