Hi, I'm having problems converting my normal map into a cavity, It's not giving me the full result.
I normally use Phillip K's method explained here:
http://www.philipk.net/tutorials/materials/metalmatte/metalmatte.html
and will work fine but for this map it's not doing it.
Here's a preview of the Normal,
This is what it looks like when I run in through Xnormal's photo shop filter, you can see it has faded in parts,
If I run the process through the actual Xnormal application with the same settings I get a different result which look like it fills in the gaps of the original but there's no nice way of merging them both, any ideas?
I've also tried NDO2 and get the same result.
Replies
But your normal map looks odd. The bevels seem very weak. What do the high-poly and low-poly models look like for this part of the map?
Yeah I think I'll just have to do it that way, was just hoping to get a clean cavity texture.
Here's the high and low for ref, the normal seems to work fine in unreal though.
I baked it down in Xnormal using a cage from the low poly, seemed to produce the best results from the methods I tried
The Xnormal baked cavity map... is that baked from the high-poly model? It looks very odd.
http://wiki.polycount.com/wiki/Curvature_map
The cavity was done by running the tangent normal through the normal to cavity options, I'm just giving substance painter a go and from tutorials on youtube the cavity map looks useful for some of the texturing tricks so was trying to get one in.
I've heard of curvature maps but never really tried using them in my workflow, is it worth it?
A normal map does not store cavity/convexity information, it only stores slopes. So any converter has to try to read the slope data and approximate curvature from that. As you found, they pretty much suck at it.