Carlosan Posted July 25, 2014 Report Share Posted July 25, 2014 - one baking problem fixed - sometimes after baking, saving and re-opening scene tangent space was different and seams appeared. I need your help in testing this change - Plese set Preferences->Local space normalization to Normalize T by B, bake scene, open object with normalmap in your favorite modeler/render then set the value to Normalize B by T, re-bake, open in modeler/render as well. Where the quality is better (I mean seams and normals quality). In dependence on result I will set corresponding value as default. Generally due to changes seamlessness of ppp depth painting should become better. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 25, 2014 Author Report Share Posted July 25, 2014 BbyT-Marmoset TbyB-Marmoset ------------------------------------------------- BbyT-Quixel Suite - DDO TbyB-Quixel Suite - DDO ------------------------------------------------- Blender Internal Left - BbyT ----- Right - TbyB Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 25, 2014 Author Report Share Posted July 25, 2014 BbyT_Marmoset2 TbyB_Marmoset2 Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted July 25, 2014 Contributor Report Share Posted July 25, 2014 (edited) BbyT_Substance Designer TbyB_Substance Designer I am not sure. BbyT looks smoother. TbyB creates a better depth. Edited July 25, 2014 by Malo Quote Link to comment Share on other sites More sharing options...
Advanced Member manticor Posted July 25, 2014 Advanced Member Report Share Posted July 25, 2014 (edited) Wouldn't it be a better solution to output normal maps like handplane3d does Export object space normal map and then choose one of the output options depending on target platform and convert to tangent space or even better make all variation options available and we as users can create presets with the correct output settings 2 variations of tangent basis isn't going to handle all situations Seeing as hand plane is freeware anyway ,just export object space normal maps instead and convert them using hand plane .... This is the only way I know of that guarantees perfect normals for all platforms. But if Andrew wants to put the same functionality into 3dc then that would be great .... Maybe the hand plane guys might allow their code to be added to 3dc as it is after all freeware now . http://handplane3d.com/ Edited July 25, 2014 by manticor Quote Link to comment Share on other sites More sharing options...
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