While in the subject, Substance Designer allows baking of World Space Direction map, with option to feed a World Space Normal texture, which then outputs a normal map. I use it in workflows that involve simulated cloth meshes and would love to know if its possible to have a similar approach.
While in the subject, Substance Designer allows baking of World Space Direction map, with option to feed a World Space Normal texture, which then outputs a normal map. I use it in workflows that involve simulated cloth meshes and would love to know if its possible to have a similar approach.
Interesting, do you have a link to any resources that cover this workflow?
Interesting, do you have a link to any resources that cover this workflow?
Sure, by yours truly.
I like this worklow for things like folded cloth as any other baking approach would give projection errors where big fold meet and dealing with cages would be a nightmare.
The amount of steps can be tricky to memorize and it gets tedious with elaborate meshes with many parts, but I made a HDA in Houdini to reduce the process to a few clicks( and option to support Low Polys from ZRemesher for cases when having the topology follow the folds yields better results).
Replies
Sure, by yours truly.
I like this worklow for things like folded cloth as any other baking approach would give projection errors where big fold meet and dealing with cages would be a nightmare.
The amount of steps can be tricky to memorize and it gets tedious with elaborate meshes with many parts, but I made a HDA in Houdini to reduce the process to a few clicks( and option to support Low Polys from ZRemesher for cases when having the topology follow the folds yields better results).