Hi,
I’m trying to get a Normal map from an existing Vector Displacement Map.
I’m using “Texture > To/From Mesh” to import the VDM and convert to mesh.
I would like to bake Normal, Texture, AO, etc. from the resulting (grid plane) mesh. I cannot because the “To Mesh” feature gives me a mesh with no subdivision levels. I need subdivision levels in order to bake the Normal.
So then… how do I export a Normal map from a high res plane with no subdivision levels?
I’ve found three workaround approaches…
- Reconstruct subdivision levels on the plane (this can sometimes take a long time to process).
- Create a new MultiAlpha brush from the mesh, then drag the shape onto a new plane with subdivision levels. It’s difficult to get the size and placement of the dragged shape to exactly match the original.
- Use a matcap with Normal map colouring, then save a texture from GrabDoc. This works for normals, but not for other kinds of maps (ex. Ambient Occlusion)
Bottom line… is there a better way to export Normal from Vector Displacement?