Displacement and normal map from 3D geometry

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Hello everyone,

I have a 3D scan of an ancient coin that I want to copy multiple times for an RBD simulation.

The coin model is very detailed with around 848.000 primitives and only has a diffuse texture.
Coin Scan [sketchfab.com]

I want to polyreduce the coin and create a displacement and a normal map from the original geometry so I can add them later during rendering. It already has UVs.

How can I go about doing that?

Thank you in advance for any answers.
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If all, as decimation + bake should be happened inside Houdini:

- polyreduce the high resolution mesh (polyreduce node)
- you can generate new UVs for the decimated mesh by automated way: (autoUV node) or manualy: (uV project node + flatten and cut the seams in flatten manually)
- (alternative) you can keep the original UVs by using a transfer UVs node
- use LABs simple baker or LABs map baker to bake the maps from highpoly to low poly (Houdini's baker could offer better result in some cases, if the UVs are the same in the high and low poly version)
- now you have your PBR maps, that can be connected inside your material library.
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side note: I took a look on the coin inside sketchfab and it has a bunch of small islands due to it's UV, I would suggest to re UV'ing it.
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