We keep struggling with trying to export geo that has displacement on it (for animation placement issues).
Displacement shaders will not bake into actual geometry. Displacement deformations do. But there is no simple way to transfer a displacement shader to a displacement deformation.
Is there any way to bake the displacement into actual geo to export? In the past there was an argument that the resulting geometry would be too large for another DCC package to handle, but that should not be a reason not to try. Perhaps throw up a warning if the number of polygons goes beyond several million or something.
Right now there is no way for us to export geometry to animation that even remotely resembles the displaced geo in Clarisse. We have been limited to very laborious processes to try to approximate the surface - all of which take a lot of time and are quite imperfect.
I will also post this as a feature request, but I wanted to hear if others have the same issue (or solutions) here.
Thanks.