Normal Map Bake
It is very annoying go to 3ds max to bake normals. Why not add on cheetah 3d this feature?:wink:
It is very annoying go to 3ds max to bake normals. Why not add on cheetah 3d this feature?:wink:
This is what it looks like on a torus:
And here's the baked normal map:
@podperson:Yes, yours is what everyone on this thread is after. The normal maps you can bake in Blender (and Maya, and others) are the typical normal maps you'd expect in order to slightly "tweak" existing normals.
But looking at this thread is making me think the directional->emissive node patch might be a solution for what I'm doing. I'm making a game engine for iOS and loading from .jas files. Unfortunately, I have to calculate normals on the CPU while loading model data because there are no normals saved in a .jas file. Looking at the normal map created from the directional node, this might be a way to eliminate building normals on the CPU (decreasing load time). I could pass zeros for my normals on load and then have my fragment shader override them using this directional->emissive kind of map to set normals. Maybe? I'll try it out.
Shaders can apply vector transformations and the RGB data are just vectors. Either calculated on load or grabbed from RGB data, why should it matter where the vector comes from?