I’m watching this Blender tutorial where the plane is displaced as the tire passes through.
I can achieve it using the collision deformer without a problem.
What I am after is the displacement being baked into a map sequence?
The main reason is so I can render high-resolution displacement at render time
Thanks for the response.
I’m acquainted with baking displacement map. My main concern is baking it into a sequence map
With that said, I tried the baking displacement with animation with the details tab.
It bakes the whole sequence (frame 0 to frame 80) but only bakes the frame 0 - 3. So the rest of the frames are just duplicate.
RE: I have used here a gradient. . .
Thanks for this. That seems like a decent workaround but it only works if the displacement is only one direction.
So, I’d prefer baking the displacement map into a sequence to account for other cases.
I do not use rar as compression. Yours gives me an error on my offline computer. This means I have to transfer it from one to the next machine, only to see that it is not arriving here well. For security reasons, please use just zip. Thanks.
Please make sure the Axes of both objects in your scene are in the same orientation.
Also, make sure the render settings are set to the frame range as well as fps in the way you need it.
If you have trouble, even all is set up correctly, perhaps you need to contact the support. I can’t reproduce it here. https://www.maxon.net/en/support-center
To your comment about the linear track. I addressed this with the idea of using a Tracer/Proximal Shader as a mask. You could also create a traveling mask in a smaller resolution file. There are so many options. The only problem with any of these is given with paths that cross each other, which needs then more care. Yes, it needs some creativity to make it work efficiently, but that is the typical challenge every single day, right?
If you cache the file, within the deformer, and hit bake, you’ll get what I was referring to
RE: set-up file.
Opened it. Yes, it works as expected. It seems like a you used a point cache to cache the displacement instead of the built-in cache optio in the deformer. May I ask why?
Anyhow, I tried the point cache on the tire track displacement but still gives me repeated/redundant displacement like in the video above.
Are there any other settings I should look out for?
However, I can’t get anything out of your file. I checked everything three times, replaced parts, copied even into a new file. Somehow, something is wrong in your file. Is that all native C4D?
This is for the support to decide. I spent nearly an hour trying to make it work. No idea why your file fails, and my setups are working. https://www.maxon.net/en/support-center
I’m curious about what I have missed with the file. The same set up done with Cinema4D native objects, and all is fine.
You haven’t replied to my question; At least let the support know. The mesh showed a huge randomly placement of the polygons. I have yet to see such a random distribution of polygons from Cinema 4D. Hence my suspicion that it is a 3rd party “mesh”.
Since I replaced both meshes, and it worked, I assume your source is not the best.
Sorry for the late response. Something came up.
With regard to the problem, I"m still waiting for Maxon’s support’s reply because I erroneously sent a different problem.
Will update as soon as they reply.
RE: Whenever I bake a displacement through the bake material tag, the height keeps reverting back to 1cm.
They mentioned that this was an expected behavior because it takes the height parameter from the material tag rather than the displacement tag.
The height, well, there is very little information in the manual, and empirically it is hard to see any precise relation, even if the Displacement source/information has 100% value.
The Maxon support responded. Basically, the main fix is
1) Use intensity (centered)
2) Have the project, render and bake material frame rate to be the same.