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The operation, the reverse of baking normals?
Good day!
There is a low-poly model with a high resolution normal map (obtained by baking the normals of the hi-poly version).
What are the applications/algorithms for performing the inverse transformation? That is, on the basis of a 3D model and a normal map, get a high-poly model, although not the same as the original one?
The only thing that I managed to find is tessellation in games, but its result "lives" in the memory of the video card in an internal format - I failed to tear out a model with increased detail.
Thanks in advance for your replies :)
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You can't get geometry directly from normals, but it can be done from displacement map . You can get a displacement map from a normal map, for example, using this utility . Next, use Displacement to Polygons in Maya, Displace Mesh in 3ds Max, or a similar button in your favorite editor.
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