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Author Topic: More control over Normal & AO map baking  (Read 3664 times)

Mak11

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More control over Normal & AO map baking
« on: January 16, 2020, 05:39:01 PM »
It would be great to have more control over the Normal map baking process. The ability to tweak the dilatation width etc. As of right now they suffer from seam artifacts (the UV seams are clearly visible on the normal map under certain lighting angles). Also, can we choose the tangent space being used (Mikk/xNormal, Marmoset, Unity, UE4, Maya etc) ?

The ability to bake Bent Normal & Height map would also be great. But having more control of the Normal ( & AO) baking process would be nice.

Regards

Mak
« Last Edit: January 18, 2020, 02:24:01 PM by Mak11 »

Mak11

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Re: More control over Normal & AO map baking
« Reply #1 on: January 17, 2020, 06:21:30 PM »
All Normal maps baked in Metashape suffer from this:



Mak

wojtek

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Re: More control over Normal & AO map baking
« Reply #2 on: January 18, 2020, 12:15:25 PM »
Most importantly, being able to import custom vertex normals.

Kjellis85

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Re: More control over Normal & AO map baking
« Reply #3 on: January 27, 2020, 04:41:39 PM »
+1
 
Integrating some sort of UV guiding would be great, such as Boundary First https://geometrycollective.github.io/boundary-first-flattening/

Mak11

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Re: More control over Normal & AO map baking
« Reply #4 on: February 03, 2020, 12:39:50 AM »
Alexey/Team,

Is normal map calculation done using Per-Vertex Binormal or Per-Pixel Binormal ?

Mak

Mak11

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Re: More control over Normal & AO map baking
« Reply #5 on: February 03, 2020, 12:14:28 PM »
More info regarding normal map baking and the issues that can arise depending on the way they are computed:

https://medium.com/@bgolus/generating-perfect-normal-maps-for-unity-f929e673fc57

Mak