So I wanted to test out dDo and use an Object Space Normal map. However, the asset I was going to test it with was created using floaters as it has a lot of complex curves to it.
Now with a regular normal map painting these issues out isnt too big of a deal, but with an object space normal map its a colorful mess and there are not large patches of purple you can easily paint out like you could with tangent normals.
So is there a way to bake with floaters that wont cause too many issues? Or is there a easy way to paint out things as it seems really difficult to paint out those issues.
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is it preferable to bake with a extra cage mesh in xNormal for OS Normals or just use xNormals built in ray casting?