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Revanto
07-31-2010, 07:27 AM
Hi,

Another tough question here.

I have a high res mesh and a low res mesh. The low res mesh has UVs but the high res mesh does not. Both meshes have different topologies (IE the high res version is NOT a subdivided version of the low res one).

How do you bake the details of the high res mesh into a bump map for the low res mesh?

Cheers,
Revanto :p

Myagi
07-31-2010, 07:43 AM
Use lw's surface baking camera or some third party surface/texture baker plugin (or tool).

http://www.newtek.com/forums/showthread.php?t=96821 (yes, I'm shamelessly putting this first :D)
http://www.newtek.com/forums/showthread.php?t=108067
http://amber.rc.arizona.edu/lw/normalmaps.html
http://developer.nvidia.com/object/melody_home.html
http://developer.amd.com/gpu/normalmapper/Pages/default.aspx
http://www.xnormal.net

Revanto
07-31-2010, 08:32 AM
No, I do not want to create normal maps. Normal maps do not appear on DoF render passes. My only option now is to use a bump map (even though it may not align properly) but I have no idea how to create a bump map using a high res mesh.

I could try use a displacement map but that would alter the shape of the mesh and affect the compositing.

See why this is a toughie?

Myagi
07-31-2010, 08:33 AM
No, I do not want to create normal maps. Normal maps do not appear on DoF render passes. My only option now is to use a bump map (even though it may not align properly) but I have no idea how to create a bump map using a high res mesh.

Some of those tools can also create bump/height/displacement (whatever you want to call them) maps.

While their names might lure you to jump to conclusions, because the apps originally were made for the (main) purpose of generating normal maps, they often also have support for other map types, so it's always good to investigate each more in depth.