hey Wayne.. Thanks for the tips.
My case is for Rendering with Mental / Vray

I just can't believe that OOTB SOftimage still doesn't have a proper Normal
Map.

Its been requested a few times now, but often gets overlooked.


On Wed, Dec 12, 2012 at 5:23 AM, Williams, Wayne <[email protected]
> wrote:

>  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:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Adam Sale
> *Sent:* Wednesday, December 12, 2012 2:15 AM
> *To:* [email protected]
> *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****
>
> ** **
>
> ** **
>

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