Baking Textures with Octane Render for Cinema 4D - Displacement.

Baking Displacement with Octane Render for Cinema 4D

An excerpt from “What’s New in Octane Render v3.x”

Baking is the process of transferring details from one model to another. This technique allows us to approximate the surface properties of a high-resolution geometry with a single texture map. So what we usually do is consolidate a procedural texture and/or various Cinema 4D material channels as an image. As a result, we simplify the number of assets we depend on.

So, in this particular example we’ll take advantage of the displacement feature of Octane Render for Cinema 4D. First of all, we’ll use it to sculpt a damaged wall from a flat, low-poly plane. The next step is baking the source of the displacement into a height map. We’ll convert that information into a tangent-space normal image. Finally, mapping this back onto the very same flat plane flat plane will emulate a look that closely resembles a truly displaced surface.

In conclusion, the goal of texture baking is to take high-res geometry and approximate it with meshes that export faster and are more suitable for real-time rendering.

Baking Textures with Octane Render for Cinema 4D - Displacement.

Displacement Mapping

Baking Textures with Octane Render for Cinema 4D - Displacement.

Normal Mapping

Baking Textures with Octane Render for Cinema 4D - Displacement.

Displacement vs Normal Mapping

Baking Textures with Octane Render for Cinema 4D - Displacement.

Normal Mapping – Overlaid


Hey, hopefully you enjoyed this post. If you did and think that the work I do is somewhat decent, chances are you may want to join the mailing list.
I keep it clean and on topic. No spam. Just saying.

Share this: