Search the Community
Showing results for tags 'normal map'.
-
Hi, There is this guy expaining how and why to create a cage (used in substance painter) for a 3d model for a more accurate normal map, but he does it manually in Maya (pushing vertices one by one), how do I create a cage procedurally in Houdini?
- 1 reply
-
- normal map
- cage
-
(and 3 more)
Tagged with:
-
Hey, ist quite some time ago I used Mantra to do some Rendering but for a Project I'm working on atm I like the more realistic look it gives me compared to redshift. So with redshift I'm just plugging in a normal map and it renders just fine. Trying to do the same with a classic shader...
-
I am trying to bake point colors from a high poly-model to a low poly-model using the gather loop within a surface shader. While my baking shader for cavity (left) and normals (center) shows all the details, the surface color baking does not work as well (image on the right). In this ca...
- 7 replies
-
- colorbaking
- gather
-
(and 6 more)
Tagged with:
-
Hello everyone, I am trying to apply some normal maps in tangent space to some models. I used both Zbrush and xNormal for exporting the normals, none of them work. As far as I understand it, there are two types of normal maps, tangent and object space. Since the geometry will be deformed, I am usi...
- 18 replies
-
I don't know why, but I've never successfully been able to import a normal map into houdini from zbrush or mudbox. I've had this issue for a year now, and I always just do bump instead. It works, but I'd rather have a tangent space normal map. Both tangent space and object space appear to screw up t...
- 1 reply
-
- normal map
- normal
- (and 4 more)
-
Hi there, I was wondering if any one else has run into this issue. I am baking tangent normals form a displacement onto a another object. When rendering in Micro Polygons vs Ray tracing I get an artifact, gray horisontal and vertical lines. I was wondering if anyone else has come across this and...
- 10 replies
-
- Normal Map
- Micropolygons
-
(and 1 more)
Tagged with: