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?
Announcement
Collapse
No announcement yet.
I could be stupid but does vray normals in render to texture not work?
Collapse
X
-
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!
Comment
Comment