How to Bake Vector Displacement Maps in Blender
Vector displacement maps (VDMs) capture directional surface displacement across the X, Y, and Z axes, enabling the reproduction of complex overhangs, undercuts, and high-density sculptural details onto low-poly geometry or custom sculpting brushes. In Blender, generating a VDM requires setting up a high-poly sculpt alongside a base mesh, preparing a 32-bit floating-point texture, and using the Cycles rendering engine to bake vector data accurately.
Step 1: Prepare the Meshes
To extract vector displacement, you need either a Multiresolution modifier setup or two separate meshes (a high-poly sculpt and a low-poly target).
- Multiresolution Method: If you sculpted your detail directly on a base mesh using the Multiresolution modifier, keep your modifier active with the sculpt details visible at the highest level.
- Selected to Active Method: If you have two distinct objects, ensure the low-poly base mesh is fully UV unwrapped with non-overlapping islands and sits in the exact same world space as the high-poly sculpt.
For creating reusable VDM sculpting brushes, use a standard subdivided plane (grid) with zeroed-out borders as your base geometry.
Step 2: Create a 32-bit Float Target Texture
Vector displacement requires negative and precise floating-point values to store 3D direction vectors correctly.
- Open the Shader Editor for your low-poly mesh or base plane.
- Add a new Image Texture node
(
Shift + A> Texture > Image Texture). - Click New on the node.
- Set your desired resolution (e.g., 2048x2048 or 4096x4096).
- Uncheck Alpha and check 32-bit Float.
- Set the Color Space of the Image Texture node to Non-Color or Linear.
- Keep this Image Texture node selected (active) in the node graph.
Step 3: Configure Render and Bake Settings
- Set the Render Engine to Cycles in the Render Properties panel.
- Scroll down to the Bake section.
If Baking via Multiresolution:
- In the Bake panel, check the Bake from Multires option.
- Set the Bake Type to Vector Displacement.
- Set the target space to Tangent (for deformable meshes and brushes) or Object (for static meshes).
- Click Bake.
If Baking via Selected to Active:
- In the Bake panel, set Bake Type to Displacement or use an OpenEXR vector baking material setup.
- Enable Selected to Active.
- Adjust the Extrusion and Max Ray Distance values to ensure all overlapping sculpted areas are encompassed without clipping.
- In the viewport, select the high-poly mesh first, hold
Shift, select the low-poly mesh second, and click Bake.
Step 4: Save the Map
Once the bake finishes, the texture displays a multi-colored gradient representing vector offsets (Red for X, Green for Y, Blue for Z).
- Open the Image Editor and select the baked image.
- Go to Image > Save As...
- Set the file format to OpenEXR.
- Set the color depth to Float (Full) (32-bit) or Float (Half) (16-bit) to preserve vector precision.
- Save the file to your drive.