View Full Version : tangent map baking?

11 November 2010, 06:16 PM
i'm trying to bake (transfer map) a V or U tangent map from one mesh to another, has anyone tried this with any success?
note: I'm NOT talking about tangent space normal maps.
UDK & marmoset toolbag can use "direction" maps for anisotropic shaders.
I'm able to get a correct direction map for a planar surface by just rendering in camera space by connecting a samplerInfo nodes tangentVcamera through a setRange node(to compress the values from -1,1 to 0,1) to the output color. (sufficient for hair planes)
However using transfer maps either bugs up the results, or doesn't account for the target meshes tangent orientation.
I fear the solution is either have someone compile a new shader type from the API, or that it's not possible in maya.

any thoughts?

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11 November 2010, 06:16 PM
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