Hey everyone I am working on a project and need to create separate horrizontal and vertical compression map for character face... can't figure out how to separate them? Anyone have any idea. Please shade nodetree screenshot
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SHAPE KEYS + BAKE TO TEXTURE (for texture-driven rigs or shaders)
1. Duplicate Your Base Mesh
Keep one as the neutral, and use the copy for deformation.
2. Create Horizontal Compression Shape Key
Select your character.
Go to Object Data Properties → Shape Keys.
Click + to add Basis, then another + to add a new key (name it "Horizontal_Compress").
Enter Edit Mode with this key selected.
Scale the facial mesh on X-axis toward the center (use proportional editing for smooth deformation).
Exit Edit Mode.
3. Create Vertical Compression Shape Key
Add another shape key (name it "Vertical_Compress").
In Edit Mode, scale the face down along Z-axis.
Optionally push cheeks outward slightly to preserve volume.
4. Bake Compression Maps
You can now bake the difference between the Basis and each shape key into a texture map, useful for shaders or as drivers.
How to bake:
Create a new UV map and texture image for baking.
Use Blender’s "Attribute" node in the shader or bake vertex colors or AO from each shape key mesh difference.
You could also bake position delta using an addon or shader trick.
Impossible