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**** > > ** ** > > ** ** >

