I can not bake an Object Space/World Space Normal map without using a projection modifier and a (highpoly) reference (It defaults to a tangent based NM). Tangent based maps can be baked without a projection.
There are two reasons why I want to generate an object space Normal map without a projection modifier:
[1] Use the rounded corners shader of Mental Ray on the lowpoly model and generate smooth edges without a highpoly model. I want to render an OSNM because these can be converted using tools like handplane to tangent space UE4 compatible maps.
[2] Render an object space normal map from a highpoly unwrapped model without a lowpoly model. These OSNM can be used to generate a tangent space normal map and a curvature map to create worn edges using substance Designer/Painter and Ddo.
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It seems really strange that you can't bake object space/world space normal maps without a projection modifier in 3DSMax. Does anyone know if it is possible or where I can find the answer?
I want to use the Rounded corner shader of mental ray in 3dsmax.