I'm nearing completion of the modelling/normal mapping bit of my first full character done with normal maps. Before I start on the colour maps I'd really like to be able to bake some (subtle) lighting to a texture, including the info from the normal map. This would at least give me a starting point and some reference for the extra detail. Any ideas how to do this in Maya 6? The usual "convert to file texture" doesn't seem to work, I guess because it's software rendered and doesn't take into account the normal map. Any help would be much appreciated, as this is pretty urgent.
Replies
I'm afraid I don't know enough about rendering in Maya to help you out at this point in time. I expect if Jeffro or Whargoul are around, they could shed some light on the matter.
*edit: forgot I had it installed, nevermind, it doesn't*
**edit** Tried using the normal map as a bump map, as suggested, the results were very rough looking. I'm a rendering idiot, and really need some step-by-step instruction here. The batch baking looks like it *will* work, I just can't get the results I'm looking for.
The main problem is that the normal maps are in tangent space, you need need the shader to convert that to either world space or camera space at render time (for Maya or mental ray). There's also a node someone wrote that can do it, but I've never tried it myself.
You can get the shaders here:
Shader for mental ray
It also shows you how to modify the shader (remove 2 nodes) to get it to work in the Maya renderer. From there on, it should bake out like any other material.
But MR does it perfectly