Normal map format?

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kirk
Licensed Customer
Posts: 126
Joined: Wed May 26, 2010 9:50 pm

Can Octane use world space normal map baked by it's own baking camera ?
Q6600, 5GB ram, GF9800gt-1gb, 3dsMax 2008 , Blender , Zbrush, Messiah 3d v5, Terragen 2, Vue 6 Infinity
kirk
Licensed Customer
Posts: 126
Joined: Wed May 26, 2010 9:50 pm

bepeg4d wrote:Please, try to use the Texture Tangent pass.

ciao Beppe

Not sure how could it help, whatever I do it's always just flat 0,5 0,5 1 color in that pass. Would be appreciative for an example .


Image

https://www.dropbox.com/s/66dlm2wf2mv8w ... E.jpg?dl=0

it's only normal map I could bake . World space floating point -1 to 1 which I can turn into more regular 0-1 in Blender composer . Tangent pass shows nothing but flat color


ps, I managed to re-bake world space into Tangent space normal map in Blender itself but still wonder can I do so in Octane? I need to do it for gazilion UDIM tiles and Octane can do it in more or less automated manner but re-baking them in Blender is only possible for 0-1 UV space. So I would like to re-bake into tangent map in Octane too. Is there any trick to do it?
Q6600, 5GB ram, GF9800gt-1gb, 3dsMax 2008 , Blender , Zbrush, Messiah 3d v5, Terragen 2, Vue 6 Infinity
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bepeg4d
Octane Guru
Posts: 10399
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
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Hi,
you can also use the Tangent Normal pass, but it works only with Bump and Normal maps, not with Displacement:
CB446A53-C999-4D56-B49F-E63F03C436D2.jpeg
ciao Beppe
kirk
Licensed Customer
Posts: 126
Joined: Wed May 26, 2010 9:50 pm

Thank you bepeg4d
Q6600, 5GB ram, GF9800gt-1gb, 3dsMax 2008 , Blender , Zbrush, Messiah 3d v5, Terragen 2, Vue 6 Infinity
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