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Normal map format?

Posted: Thu Jun 18, 2020 5:00 pm
by kirk
Can Octane use world space normal map baked by it's own baking camera ?

Re: Normal map format?

Posted: Fri Jun 19, 2020 5:53 am
by bepeg4d
Please, try to use the Texture Tangent pass.

ciao Beppe

Re: Normal map format?

Posted: Fri Jun 19, 2020 10:51 am
by kirk
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?

Re: Normal map format?

Posted: Mon Jun 22, 2020 8:21 am
by bepeg4d
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

Re: Normal map format?

Posted: Sun Jun 28, 2020 2:55 pm
by kirk
Thank you bepeg4d