Hi!!! I'm a bit confused on the difference between object and world space normal maps. I was told they will look similar but the difference was object space is based on the orientation of the mesh, and world is based on the scene or something???
I found that in substance designer you can convert world space to tangent space but I dont see anything about object space to tangent. Are these the same??
The wiki just says
http://wiki.polycount.com/wiki/Normal_Map_Technical_Details World-space is basically the same as object-space, except it requires the model to remain in its original orientation, neither rotating nor deforming, so it's almost never used.
If you can please help me understand this that would be super! Thanks! :-)
Replies
You had the explanations for world and object.
Tangent space maps are more reusable (tiling textures for instance), and also work with skinned/deforming objects.
They are also more prone to artefacts and the lighting calculation is slightly more complex (but neglectable)
For a non deforming asset with its own normal map, you could use object space.
For completly static object with its own normal map, you could use world (but no one do this).
Pretty much everybody use tangent.