I am trying to bake the rounded edges made via VRayEdgesTex into a normal map with "Render to Texture" using the VRayBumpNormals element. And while it does SOMEWHAT work, I am still having some problems:

As you can see the two edges marked with the arrows show the bump in different directions. The right one seems to be correct, the left one appears flipped. So I guess the baked normal map doesn't take the object-space orientation of the faces into consideration. For now I'm using automatically unwrapped UVs, so maybe there is a way to correct for this when unwrapping manually?
EDIT: It seems like MODO can do this correctly: http://www.pixelfondue.com/blog/2017/2/8/wes-blog
Can VRay include the option to support "Mikk Tangent Basis" for normal map baking?
EDIT2: Aaaaand, I've found a fix. Buried in a blog post by jazznazz about a script for baking maps, I've found the info that "The green channel needs to be inverted If you're going to use that Normal Map in e.g Unity". Bam! That did it

As you can see the two edges marked with the arrows show the bump in different directions. The right one seems to be correct, the left one appears flipped. So I guess the baked normal map doesn't take the object-space orientation of the faces into consideration. For now I'm using automatically unwrapped UVs, so maybe there is a way to correct for this when unwrapping manually?
EDIT: It seems like MODO can do this correctly: http://www.pixelfondue.com/blog/2017/2/8/wes-blog
Can VRay include the option to support "Mikk Tangent Basis" for normal map baking?
EDIT2: Aaaaand, I've found a fix. Buried in a blog post by jazznazz about a script for baking maps, I've found the info that "The green channel needs to be inverted If you're going to use that Normal Map in e.g Unity". Bam! That did it

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