How the frack does that work? I thought ZB uses Lit-Sphere Mapping for their textures, how does it know which direction bake correctly without a Cavity?
How the frack does that work? I thought ZB uses Lit-Sphere Mapping for their textures, how does it know which direction bake correctly without a Cavity?
I think its the same deal as before: displacement map + plane + matcap. This just automates it?
How the frack does that work? I thought ZB uses Lit-Sphere Mapping for their textures, how does it know which direction bake correctly without a Cavity?
Here's the thing I don't get.
In order to avoid seams in the bake, he needs to know which direction is 'up' (in world space), each time he samples a color for the matcap bake. Otherwise, if a UV island was sideways or something, the bake would come out looking wrong. The easiest way to do that would be to either use the model itself, or to use a world space normal map - since essentially he'd need to know the world-space normals. But he doesn't seem to be using either. According to his image, he derives a displacement map from the model, then uses the displacement map + a plane to get the matcap bake.
It seems to me like you could pull this off using a world space normal map + a greyscale curvature map (not that I could actually do the conversion and vector math, but I at least understand how it would work in theory). But that doesn't seem to be what the plugin does.
Replies
http://www.zbrushcentral.com/showthread.php?170886-MatCap-Baker!-unofficial-Information-Installation
Credits to Joseph Drust offcourse
Thanks, That is very useful!
I think its the same deal as before: displacement map + plane + matcap. This just automates it?
Here's the thing I don't get.
In order to avoid seams in the bake, he needs to know which direction is 'up' (in world space), each time he samples a color for the matcap bake. Otherwise, if a UV island was sideways or something, the bake would come out looking wrong. The easiest way to do that would be to either use the model itself, or to use a world space normal map - since essentially he'd need to know the world-space normals. But he doesn't seem to be using either. According to his image, he derives a displacement map from the model, then uses the displacement map + a plane to get the matcap bake.
It seems to me like you could pull this off using a world space normal map + a greyscale curvature map (not that I could actually do the conversion and vector math, but I at least understand how it would work in theory). But that doesn't seem to be what the plugin does.