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  • Published 10 Oct 2021

Baking shader displacement to geo

In 2.9 and beyond there has been an increasing amount of amazing projects and artworks achieved through shader nodes and displacement. These features look amazing in blender

Is there a way we can export the final tesselated and displaced geo from render time into an obj or alembic file.

This would allow users with external rendering uses like katana or mantra access to the great geometry created through these tools

currently I've been achieving this by baking the shader displacement down into .exr vector displacement maps, but a way to just export the geo after the shader pass would definitely speed things up.

I believe maya/arnold renderer has a way to bake out shader geometry to geometry already. But getting something like this in blender would be infinitely useful maya example: youtube.com/watch

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Development Status: Open

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seanpickersgill
10 Oct 2021

4 Comments

alexmehler

maya can also just use gpu tesselation and displacement and then read out the gpu cache as an alembic cache to disk.

1
seanpickersgill Author

yeah something akin to that for blender would be so useful, especially utilizing alembic cache so we can actually load the heavy files we spit out

alexmehler

the maya implementation is also very userfriendly, blender should just directly steal it lol, when vulkan is ready and we can finally access tesselation units on the gpu

1
seanpickersgill Author

Exactly, super easy on the maya side, with the execption being that hyper shader imho is really uninuitive. main reason I'm keen on this is blender's shader graph is one of the easiest and most powerful graphs out there.