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displacement from normal map


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Can you make a real displacement from normal map in houdini? I want to bake lighting with a normal map applied to the model with a same topology but different uv set, so as a first step i have to convert normal map to real geometry displacement.

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I don't think you can get real displacement from a normal map, but it is pretty easy to use multiple UV sets in Houdini and have one used for the normal map but another used for everything else. Just call the UVs for your normal map something like uv2, and edit the shader so that the texture vop you're using to read in the normal map is using the uv2 attribute instead of uv.

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