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General / Re: Baking a normal map from depth maps rather than high res mesh
« on: April 11, 2021, 10:07:13 PM »
ahh yes you're right, oops, i thought things were a bit further along in the depth maps.
I guess what I'm asking for then is something similar to bitmap2material but for baking mesh normals. B2M already works for this, however it doesn't understand where the seams are so artists have to manually correct them. Other than that image to normal bump works extremely well.
In a perfect world, there'd be a way for metashape to create a simple normal map, then use the albedo to create extra detail in the normals. and Unlike some dumb 2d to normal converter metashape actually knows where the seams are and how blend them. It's already doing this with the albedo already. This would be more efficient that creating a 20 million polygon mesh just to bake down the little details. This is by far the slowest part of my pipeline and a way to cut down that processing time would be insanely valuable.
I guess what I'm asking for then is something similar to bitmap2material but for baking mesh normals. B2M already works for this, however it doesn't understand where the seams are so artists have to manually correct them. Other than that image to normal bump works extremely well.
In a perfect world, there'd be a way for metashape to create a simple normal map, then use the albedo to create extra detail in the normals. and Unlike some dumb 2d to normal converter metashape actually knows where the seams are and how blend them. It's already doing this with the albedo already. This would be more efficient that creating a 20 million polygon mesh just to bake down the little details. This is by far the slowest part of my pipeline and a way to cut down that processing time would be insanely valuable.