In SI using ultimapper you set an overall scan distance. In other solution there is a cage (the clone of the original low res model) and you tweak this cage to set the distance on a per vertex level. It’s almost critical in game dev where you might need different distances on your model (armpit, behind ear areas are good examples)
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Cosky Sent: Thursday, December 13, 2012 5:41 AM To: softimage@listproc.autodesk.com Subject: RE: Normal Maps in Softimage Being primarily a Softimage user when it comes to 3D tools (I also use 3dcoat, fwiw), I don’t know what I’m missing with respect to “proper cage functionality” so if you don’t mind explaining that a bit further I’d appreciate it. Ultimapper always seemed to work for my simple & limited tests for baking maps within Softimage, but maybe there is a better way? Or maybe there are bugs with it I haven’t noticed yet? Just curious, thanks. -Eric Cosky From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Williams, Wayne Sent: Wednesday, December 12, 2012 5:24 AM To: softimage@listproc.autodesk.com Subject: RE: Normal Maps in Softimage Because Softimage doesn’t have proper cage functionality most folks I know that still use Soft have ditched baking normals with it. Xnormal (freeware) is pretty much the quasi-standard app for baking these days. 8 bit maps are fairly standard in my travels. If you are trying to get more “bump” to your normal you can duplicate the map in photoshop, double click it to bring up the layer dialog and set to overlay and uncheck the blue channel. Merge those together and you have a “stronger” map. Another thing to note is depending on what you will be viewing in you may need to invert the green channel of the normal map, else the normals will look flipped weird. Also, if you are going to be viewing this in a game engine as the final result, it is typically standard workflow to check your normals there, because in the end, it doesn’t really matter what they look like in Soft/Maya/Max. -wayne From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale Sent: Wednesday, December 12, 2012 2:15 AM To: softimage@listproc.autodesk.com Subject: Normal Maps in Softimage So, My Softimage decided to play hardball with me and stopped working earlier this evening. What I had wanted to test out tonight were Normal Maps in Softimage. I don't do a whole lot of texturing , and have known the normal map to be a little strange in my past dealings with it. One of my students is having an issue generating normal maps out of mudbox and getting them to work in Softimage. Is anyone having success with this, or do you generally import high res meshes into soft and use Ultimapper to create the maps. When creating maps, is it best to create 16 bit or float maps/ Do they always give superior results to 8 bit? My main issue with the normal maps out of Mudbox, is that they don't look like the correct scale or relief of the normals mesh in midbox, or even when I apply the normals to a similar mesh in Maya, and the fact the normal map 3 node doesnt allow us to scale normals is a bit perplexing. The workaround with mixing the normal map with a mix 2 color node set to mix with RGB at .5 and B at 1 doesn't quite cut it.. Is there a good working solution that I am simply missing? A better normalMap node perhaps? Irie.. Adam