How generate tangent normal with bake texture?


#1

Ok,I was able to fix seams with “supersampling”,but now a different problem arises.

Please see pic.
What am I doing wrong.
How do you generate a tangent normal in C4D?
thanks for your time


#2

what are you expecting to happen? Tangent normals only store differences in normals. if you baking a mesh as is its not going to do anything. you need some altered version, either subdivisions, or displacements or something.


#3

Well I can bake the mesh in object mode,but not in Tangent mode.
Might be I am missing something,just starting to learn about normalmapping.


#4

For baking purposes, I think Xnormal works great and it can convert global normal map into tangent and also it’s free.

You can check it out: http://www.xnormal.net/Downloads.aspx


#5

Thanks,but I’m on OSX,this is windows only.


#6

You have some colors in object mode but that map still doesn’t accomplish anything, since there’s nothing there to generate other than the object itself. It’s the equivalent of using a 50% gray bumpmap.


#7

Tangent map baking in C4D requires there to be some convolution of the surface normals to begin with, be that with a absolute normal map, bump map or something else.

If you don’t have that then there is no difference between the mesh surface normal and the desired final normal, so the whole map will be flat blue. This is because a tangent normal map is a difference map between the current surface normal and where it wants to be.


#8

Well,that colour map is perfect though.
it does just what it needs to do.
I bake the high poly object,then put the baked object-normal map on a basic cylinder,and all the details is there.
That would be perfect ,but I want Tangent-normal map,since I’m mainly focusing on organic modeling.


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#9

The issue is that you must bake the tangent map on the low res mesh, the mesh with the absolute normal map on it, baking a tangent map on your high res mesh makes no sense, see what’s already been written for why.

Unless you plan on deforming your meshes there’s not much reason for you use a tangent map, just keep using the absolute map, set it to local space and you can move your objects around however you want.


#10

This seems to work,never mind the fillet in the middle.


#11

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