blonde Posted February 10, 2011 Share Posted February 10, 2011 (edited) Has someone successfully imported a normal map from 3d-coat in to houdini? I've found some shaders to import a normal map from zbrush but seems they works as a bump map, not a normal tangent displacement....I'm doing something wrong or missed something? bye.. Edited February 10, 2011 by blonde Quote Link to comment Share on other sites More sharing options...
thinkinmonkey Posted February 10, 2011 Share Posted February 10, 2011 Hi blonde, you should use only worldspace normal map, not tangent space one, because Houdini can't handle them. In 3DCoat you could use the Texture Baking Tool to export WorldSpace normal map or use XNormal program to convert tangent to world using the lowres mesh. Anyway read this: Received suggestion to my past post Quote Link to comment Share on other sites More sharing options...
blonde Posted February 11, 2011 Author Share Posted February 11, 2011 Hi blonde, you should use only worldspace normal map, not tangent space one, because Houdini can't handle them. In 3DCoat you could use the Texture Baking Tool to export WorldSpace normal map or use XNormal program to convert tangent to world using the lowres mesh. Anyway read this: Received suggestion to my past post Thanks, i'll try it asap. And i think i've not to bother to flip y-normal diving in the mantrasurface shader...as this is only for z-brush or not? Quote Link to comment Share on other sites More sharing options...
thinkinmonkey Posted February 11, 2011 Share Posted February 11, 2011 as this is only for z-brush or not? You should try it and see what happens. Quote Link to comment Share on other sites More sharing options...
blonde Posted February 15, 2011 Author Share Posted February 15, 2011 You should try it and see what happens. That's what happens...with the mantrasurface shader, the normal map seems works but flatten my mesh and creates black scratches... Quote Link to comment Share on other sites More sharing options...
thinkinmonkey Posted February 17, 2011 Share Posted February 17, 2011 (edited) For the black scratches, you should set "raytracing" in the mantra render node instead of "micropolygon". Anyway, Mantra renders the normal/diffuse map quite well, maybe you're confusing the normal map with displacement map: normal maps don't displace the mesh at render time, that's a job of displacement map. The normal maps are a fast alternative to the old black&white bump maps: both won't displace the mesh, they are used to "disturb" the geometry normals at render time (and in realtime but only the normal maps). Edited February 17, 2011 by thinkinmonkey Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.