Hi,
I have a geometry with procedural displacement shader in Houdini.
is this option Arnold -> Utilities -> Bake selected Geometry (just like maya) available in HtoA to bake displaced geometry into ass or something?
If not, are you implementing it on upcoming HtoA version?
Solved! Go to Solution.
Solved by jan.schoeman. Go to Solution.
Nope, that's a maya only feature.
What you can do is to, in the Arnold material, reroute the displacement through a flat node into the surface input and bake it to an EXR.
https://docs.arnoldrenderer.com/display/A5AFHUG/Baking
Then subdivide your mesh appropriately, transfer the displacement values from the map to the points using an attribute from map node, and displace it in a point vop with displace along normal.