8348438caecfb63cb130fe30aac282d99eef6251
This change makes it so baking displacement to the high-resolution mesh (Use Low Resolution Mesh option is OFF, displacement is calculated between top multi-resolution level and subdivided viewport level mesh) uses texture UVs and tangent space from the high-res mesh. This matches intended use-case when object baked with such configuration have subdivision surface applied to them bringing overall resolution to the same level as the highest multi-resolution level. The issue was simple to see when baking high-res displacement for an object which uses "Keep Corners, Junctions" UV smoothing. The unfortunate aspect is increased memory usage due to calculation of the grid index and grid UV mapping, but it is not too bad (12 bytes per loop, so is like 48Mb per million face). Feels like there is a way to optimize it by utilizing knowledge that high-res mesh faces are created in a specific order, but also feels it is not that important at this moment. Pull Request: https://projects.blender.org/blender/blender/pulls/144935
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