This is the first Win32 version of Vector Cast:
Attachment 41691
-Load the base and sculpted meshes in the Layout,
use different names for the two surfaces, works better
with triangulated polygons.
-This node is located in "DP Kit/Tools",
it must be added to the surface of the base mesh,
with a proper UV map selection .
-"Scale" a factor to increase/decrease the size
of displacement, because color is a clamped vector,
the rescaled maximum displacement is limited to 1 meter.
The displacement is also reduced internally to
store negative values.
-Use a Surface Baking Camera, select the low-res mesh, select
the same UV map, "Offset from surface" must be set to
1 um (0.001 mm) for 1 meter sized object, or less/more,
depends of your geometry to avoid artifacts in the image map,
"Direction" to "Smoothed Vector".
Check "Unseen by Camera" for the hi-res "Object properties"
for safe render.
-Vector map generated in Object/Texture space can be directly loaded
in the Image Node in Lightwave 9.0+ in the Displacement Editor,
set "Mipmap" to off, set your UV map,
in some case unchecking pixelblending is better,
then add a Multiply Math Vector (x2)
and finaly add a Substract Math Vector (-1, -1, -1).
It works in Object and Tangent space, but
There's no simple way to apply a Tangent VectorMap
in Displacement Editor, LW NormalMap node can
read such Tangent Color data, but it guess it
does a normalization so displacement distance is
broken.
Denis.