Hello,
Is it possible to bake the soft and hard edges information into a normal map using only a low poly mesh?
Imagine I have a 10x10x10 cube, the top and bottom edge loops are hard edges, and the side edges are soft edges. I want to bake this edges information to my low poly as if the hard edges had a chamfer of 0.1, and the soft edges had a chamfer of 0.5.
This is a would be high poly cube to which I added the chamfers:
I want to bake the normals so that my low poly looks as if baked with the cube above as hi poly, but without using a hi poly, only the low poly.
Is it possible to do this?
Thank you!
Replies
The only way I am aware of that that might work is if you used a rounded edge shader.
Let's simplify the problem. We have a cube with only the 4 side faces, no top, no bottom. All edges are soft. We bake each face to 100x100 pixels, and soft edges have a smoothing range of 10 pixels.
Each row of the images would look something like this:
The transition from 0 to 10, and 90 to 99 will be smooth and consistent with a rounded edge (chamfer).
When rendered, the low poly cube will look as a if its edges were smooth.
The baker can easily generate these normals from the faces, and the distance of each pixel in the face to the closest edge, and it's vertex normal values.
I just wonder if any texture baker can do this!
Thank you!
There is also a Blender Rounded Edge Shader!
Thank you!