We bake VRayDisplacementMods into proxys, then converted into Meshes, as part of our workflow - e.g. similar to this post and the script of this thread.
However, we noticed we have several issues with the resulting geometry. More notably, the resulting mesh loses UVs, specified Normals, Material IDs, not to mention often has geometry issues.
The UVs are the biggest issue here for us, however, since it causes issues with the materials/textures assigned to the mesh. Is there no way at all to keep the UVs through this baking process? The closest workaround we have is simply projecting the UVs from the original mesh into the new one, but the result is far from perfect. We could probably rebake the materials, but it would be desirable not to.
However, we noticed we have several issues with the resulting geometry. More notably, the resulting mesh loses UVs, specified Normals, Material IDs, not to mention often has geometry issues.
The UVs are the biggest issue here for us, however, since it causes issues with the materials/textures assigned to the mesh. Is there no way at all to keep the UVs through this baking process? The closest workaround we have is simply projecting the UVs from the original mesh into the new one, but the result is far from perfect. We could probably rebake the materials, but it would be desirable not to.
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