Consider triangulate modifier when baking normals from Multires
I'm not sure how it would work under the hood, but currently baking normals from multires seems pretty pointless. It gives great results, but... Baking normals usually is for exporting models, for example for games. To ensure correct normal map behavior in the target software, model needs to be triangulated before baking the normal map. Working on a triangulated mesh is obviously not optimal, the topology is hard to read, so triangulation is usually one of the last steps. The thing is, applying triangulation to multiresed object breaks geometry.
I don't know how hard it would be to implement features that could help here, but it's a shame a feature with such great results (much better than baking from high res to low res models) is barely usable because of triangulation issues.
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