There is probably something obvious I'm missing but I can't figure this out.
This is the normal I rendered in UE4:
Now I tried lots of things to convert it but the flat part is never the usual 128,128,255 RGB.
Here is what I tried: Adjusting channels in Photoshop, Using bake model information with a flat plane in substance designer (World direction and world normal), Using xormal object/tangent space converter with a flat plane. I also tried it with normalizing first.
If anyone can point me in the right direction that would be great, no pun intended.
Replies
Apply this math:
(your normal+1) / 2
This will put it into 0,1 range and you'll get the 128,128,255.