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VirtualFM
09-23-2010, 01:54 AM
Hello!

I searched for help on this but all results I had were from people that wanted to use Normal Maps inside LW (usually from ZBrush).

What I want is to know if it's possible to export Normal Map information as an image in order to read it in another program.

The thing is: I did this highly displaced object using bump displacement (and textures and all) and now I wanted to export the low-resolution object as a Wavefront OBJ and to export the Normal map so that I could low the low-res object in a game engine and still see some of the displacement effect. Exactly like when you import a ZBrush object, but on reverse!

Is there a way to save the Normal Map? If this as been discussed and I missed it, please redirect me to the thread.

Thanks.

walfridson
09-23-2010, 02:49 AM
http://www.blytools.com/baker.html

VirtualFM
09-23-2010, 10:59 AM
A one-line quick solution. Great!

Well, at least I was right when thinking we couldn't do it "out-of-the-box" without any plugin!

Will try it out. Thank you!

Sensei
09-23-2010, 01:46 PM
It's possible to bake normal map without any plugin. You have to use Surface Baking Camera, and node tree which will be taking Spot Info Normal and converting world space normal to object space, then to RGB (+1, /2) and output to Diffuse Shading in Surface node.

VirtualFM
09-23-2010, 11:07 PM
It's possible to bake normal map without any plugin. You have to use Surface Baking Camera, and node tree which will be taking Spot Info Normal and converting world space normal to object space, then to RGB (+1, /2) and output to Diffuse Shading in Surface node.

Oh, right! Forgot all about that! Completely intuitive and straightforward for sure! :stumped:

Seriously, having to resurface an object with some convoluted math in order to export one texture is not exactly an easy straightforward solution. Not to mention that you would have to render twice, because you would have to resurface the object.

But if that works, great: You are right! It is possible then, and I stand corrected!

kyuzo
09-24-2010, 04:18 AM
You have to use Surface Baking Camera, and node tree which will be taking Spot Info Normal and converting world space normal to object space, then to RGB (+1, /2) and output to Diffuse Shading in Surface node.

Intriguing...
It sounds so simple when you put it like that. All the same, I'd love it if you could post a node tree for us mere mortals.. :)

Derek

zapper1998
09-24-2010, 06:01 AM
cool isnt it

nice

dwburman
09-24-2010, 08:56 AM
http://dpont.pagesperso-orange.fr/plugins/nodes/nodes/NormalCast.html#NormalCast

kyuzo
09-27-2010, 03:01 AM
Ahh.. When sensei said "It's possible to bake normal map without any plugin" I assumed he was doing it with just the native LW nodes, outta the box.
Using Denis's extra nodes is tantamount to cheating really; 'cos lets face it, you can do damn near ANYTHING with Denis's stuff...
:)

erikals
09-28-2010, 06:16 PM
http://dpont.pagesperso-orange.fr/plugins/nodes/nodes/NormalCast.html#NormalCast

yup
http://www.youtube.com/watch?v=O7fINI4DpeI