Hi, I have a problem with displacement map reprojection. It looks like mesh normals are baked into disp map, but normal map looks ok. What can cause this problem?
I have remeshed the high poly model, unwrapped it, and exported it with smoothed normals for reprojection. But hard edges are still baked into the disp map.
Hi @Skyrush_0
What were your exact steps and used settings to get this error?
As RealityCapture created triangle mesh, how was the rectangle mesh created?
HI, Classic photo alling porces (with tiff files), Create a high-detail mesh and export Alembic for remesh into Zbrush, import 5K vert mesh into Blender for UVS, export OBJ (with default settings), import into reality capture and reproject textures. Thats all.
As I said, normal map and diffuse look good, only that height map is kida broken.
In Blender, make sure you are using flat shading, not smooth. The normal map should be plugged into the normal of the displacement node, not the normal of the BSDF. If you are using cycles, you need to change the displacement setting in the material to “displacement only.”
Edit: Ignore what I said about plugging in the normal. You should not actually need a normal map when you have a displacement map. As the renderer should have a good idea or where each part of the surface is pointing.