Difference between revisions of "Generate Normal Map"

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(New page: ''Default Shortcut: None'' ''Menu Path: Materials > Generate Normal Map'' ==Description== Generate Normal Map will output a normal map from a subdivided object to its base mesh, or from ...)
 
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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.
 
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.
 
   
 
   
Calling this command requires that your object has been UV mapped by creating a UV proxy (see [[Create UV Proxy]]) so Silo can know how to export the normal map.
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Calling this command requires that your object has been UV mapped by creating a UV proxy (see [[Recreate UVs]]) so Silo can know how to export the normal map.
  
 
==Options==
 
==Options==
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==Notes==
 
==Notes==
*See the entry for [[Create UV Proxy]] for a description of Silo's UV mapping workflow.
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*See the entry for [[Recreate UVs]] for a description of Silo's UV mapping workflow.
  
 
{{Silo Manual}}
 
{{Silo Manual}}

Revision as of 09:37, 1 August 2008

Default Shortcut: None

Menu Path: Materials > Generate Normal Map

Description

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.

Calling this command requires that your object has been UV mapped by creating a UV proxy (see Recreate UVs) so Silo can know how to export the normal map.

Options

Width and Height

Specify the dimensions of the normal map you wish to output.

Coordinate Space

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.

RGB Order

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.

Raycast Samples

When raycasting to determine normals, more raycast samples will result in a more accurate rendition, but will take longer to calculate.

Raycast Distance

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.

Raycast Self

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.

Notes

  • See the entry for Recreate UVs for a description of Silo's UV mapping workflow.