whenever I bake the displacement map it bakes all grey, I have tried multiple times and my base mesh compared to any level is not majorly different like in the other comments under here. any ideas please?
https://www.dropbox.com/s/oywo9ipy36ewik7/realistichuman.blend?dl=0
unfortunately this didnt work for me but thanks for your input Omar. it seems like it's not the version of Blender that's the issue but the map size, it bakes perfectly on 1024px on all versions but as soon as i try to up it to 2k-4k-8k it comes all grey like paint not displacement
No no, I don't mean the Blender version. I bet no matter the Blender version you are using, you are opening the same .blend file. What I mean is, open a new new blender file, where the scenes comes with the default cube and such, delete everything and from your file where you have your Human model, copy paste it to the new .blend file and there do your baking. Sometimes the bug doesn't come onboard to this new .blend. and it just stays behind.
Martin: I remembered I used to bake normal maps 'selected to active' so i copied the mesh applied shape keys as well as multires and proceeded to do that. in new blender there is no longer an option for displacement map selected to active (all other types remain, unless they changed the name for it?) so i learned that 2.79 blender still had that option, but when i try opening the file in 2.79 there are no objects visible at all. i'm having a hard time trying to understand why 1k map works just fine but everything above doesn't....
2.79 doesn't display the objects at all, not sure why but maybe coming from 3.4.1 to 2.79 loses too much data
i understand i could continue but i'd like to fully finish the course, and here i'm a little confused as to where the issue is, it does look to me like it's a Blender issue same time not and also not seeing anything wrong on my side like you said.
spikeyxxx and Omar i have now opened Kent's file, and the displacement baked just fine. now i'm certain the issue lays on my side or the mesh itself. i have noticed i have 2 duplicate verts around ear that arent merged as well as 3 on the inside of the top lip, do you think those could cause this issue? i have opened a new thread for that as was having problems with artifacts after adjusting the verts here:
https://cgcookie.com/community/14815-multires-issue
although this doesn't sound like the solution since the normal map bakes fine...
Hello,
i have the same issue i've been stuck for weeks now, i've tried many things and displacement works on other sculpture.
i'm new to 3D modeling so i'm lost. Here is what i've noticed :
- Displacement baking works better with level view port at 0 ( for me)
- 4096 x 4096 px resolution doesn't work it's blank grey, but 4106 x 4106 px resolution works fine and i don't know why. ( i tried to apply the scale and redone the uv unwrapping but that didn't solve the probleme.
4096 x 4096 px
4106 X4106 px
@morganemgl thanks for your input, unfortunately 4106px doesn't work for me either
Still didn't get it to work yet.
But I noticed that when I create an Image Texture with 4096 x 4096 in 3.4 (or 3.5), Save the File and Open it in 3.3 (or earlier), the said Image Texture suddenly has a resolution of 1024 x 1024. (That was what threw me off in my early answer, when I thought the Baking worked in 3.3)
This doesn't happen when I create the Texture in 3.3 (or earlier) and Open it in any other Version.
yes i noticed that too, when i open the file ive uploaded to dropbox it appears as 1024. i dont think there is a solution i havent tried, did nothing apart from trying to solve this since yesterday. hard to tell without having any errors!
also a side question, the normal map when baked and introduced to the model to replace the multires, it just doesn't work. and i have done this previously too......
A Normal Map only has information about the direction the Normals (vectors, perpendicular to the surface) are facing, not how far a Vertex is displaced. That is totally different information and neither can be used as a substitute for the other.
However, I did manage to get some result;
I appended the Head in 3.3 and used Kent's trick to rebuild the Subdivisions and then was able to Bake a 4096 x 4096 (32 Bit) Texture:
Some problems: the level 0 head is not the same as the original (because the Rebuild only 'un-subdivides'), but that shouldn't really be an issue. The other thing is, that some Multires Data got corrupted and needs to be fixed (exploding Verts) from Level 1 up to Level 6, one after the other.. And you lost your Shapekeys (had to delete them, in order to be able to Apply the Multires).
As you can see, I also made a mistake, when Saving the Image, I used Half Float Precision, with the 32 bit texture, it is better to Save it as Full Float.
But all in all, I think it's at least a partial success.
I have actually started the entire course on 3.4.1 an have not tried any other version until I was suggested to try the 3.3. so it can't be it
I have tried Kent's trick in 3.4 with no success, I don't mind losing the shape keys as those can be re applied. I will try in 3.3, what do you suggest for fixing the exploding verts please?
or shall I do the trick in 3.3, bake the map, then use that map on my original mesh instead of processing with 3.3? if all I'm missing is the displacement map I believe this should work same time keeping the shape keys etc, only using 3.3 map.
reg the normal map, this was for further animation etc, as I can't see animating with multires on?
spikeyxxx I'm a little confused, the trick doesn't work in 3.3.2 do i need the 3.3 for this?
also your map in the right corner looks wrong, it's missing the displacements? it looks clear to me.
i have tried baking non 32 and 32 bit, the 32 bit has an extra white film over it, with no displacements just like in your screenshot
Okay, the confusion is completely understandable.
So, I opened your file in 3.3.2.
Shapekeys > down arrow > New Shape from Mix.
Delete the Shapekeys one by one, the New Shape last.
Set all subdivision levels to 6 in the Multires and Apply it.
Add new Multires and Generate > Rebuild Subdivisions.
Bake the Displacement.
Here is the comparison of the two heads, both using the same Image Texture (the displacement is of course calculated according to the rebuild head, which is slightly different from your original):