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How to convert this world normal to a flat tangent normal?

polycounter
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Davision3D polycounter
There is probably something obvious I'm missing but I can't figure this out.
This is the normal I rendered in UE4:

Now I tried lots of things to convert it but the flat part is never the usual 128,128,255 RGB.
Here is what I tried: Adjusting channels in Photoshop, Using bake model information with a flat plane in substance designer (World direction and world normal), Using xormal object/tangent space converter with a flat plane. I also tried it with normalizing first.

If anyone can point me in the right direction that would be great, no pun intended.

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