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I could be stupid but does vray normals in render to texture not work?

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  • I could be stupid but does vray normals in render to texture not work?

    It seems like with this the vertices of the object are put into world space, a camera is set up above the object and it gets rendered, so if you've a totally unwrapped object your normals end up all the same colour. I'm having a quick look at ddo which needs normals as input but it seems to be broken for the likes of this. Any thoughts?

  • #2
    Yep, being stupid, only works with projection from low to high poly bits. I don't work in games to it's all new to me

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    • #3
      Heh, glad you figured it out

      Best regards,
      Vlado
      I only act like I know everything, Rogers.

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      • #4
        It kind of seems odd in some ways though that you aren't offered local or world space normal options, I can see both being really useful for direction driven materials and it's not as if a standalone high poly object without projection doesn't have it's own normals. Seem like the sampler info tex map will pop out something similar (whether it's correct or not I don't know) but it's a bit of an odd one!

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        • #5
          Yes, we should probably add the VRaySamplerInfo render element...

          Best regards,
          Vlado
          I only act like I know everything, Rogers.

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