Generate Normal Map
Default Shortcut: None
Menu Path: UVs/Materials > Generate Normal Map
Generate Normal Map will output a normal map from a subdivided object to its base mesh, or from one or more objects to another object. These normal maps can then be used by an external renderer to recreate the details of the geometry they were generated from, and can be a great way to export high-poly detail such as displacement painting or mechanical details to a renderer or game engine.
Width and Height
- Specify the dimensions of the normal map you wish to output.
- With world coordinate space, normals are output with respect to the world x, y, and z axes. With Tanget coordinate space, normals are output with respect to each face's orientation. The second option is particularly useful for normal maps on animated models. Check your renderer or game engine documentation to determine which method(s) it supports.
- R(red) G(green) and B(blue) refers to which color value is written out first. The order is generally RGB, but your renderer or game engine may require a different order.
Invert Red, Invert Green, and Invert Blue
- You may need to invert one or more of the channels depending on your renderer or game engine.
- When raycasting to determine normals, more raycast samples will result in a more accurate rendition, but will take longer to calculate.
- Use this value to specify how far rays are cast. This distance should be large enough to span the gap between your target surface and the surfaces from which it should be finding normals, but small enough that you do not accidentally get data from other nearby surfaces.
- If you are extracting normals from a single object's subdivided shape to its base shape (most likely after painting displacement on that object), then Silo can perform a much faster calculation which does not involve raycasting. You can use this command to force raycasting, which may be more accurate.