I have just now baked some Normal Maps in 3ds Max and at first I used a Cage for every object. It resulted in some skewed and squashed detail which I deduced to be caused by the Rays not being shot perpendicular to the faces, but slightly angled, due to the difference between the Object Vertex and the Cage Vertex. I then did a RTT without a Cage and there was no skewing or squashing at all. But also, all details were sharper and the whole object looked better. Now it is possible that my Cage was rubbish, but anyway...it made me wondering...
Do you use a Cage for baking Normal Maps or not? If you are, what's the benefit (save having to limit the length of the Ray with a numerical value without a Cage)?
Replies
When I add a cage I normally end up resetting it and pushing it back out. For some reason the default cage is always trash to start with.
It also means that the ray direction will be wonky around large angle changes, so you may need to add in more geometry, manually tweak your cage, or do 2 bakes(cage and offset) and composite them together to get the best of both worlds.
Me personally i prefer to just add some more supporting geometry, imo in most cases this is the best solution because you dont ever need to bother with manually adjusting cages. Manually adjusting cages can be a real nightmare if;
A. you change your mesh at all
B. you have to transfer your work to a different app to bake
Also its worth noting that many problems will "skewed" or poorly aligned details can be fixed by making the LP line up better with the high, in the case of round things this means adding more sides etc.
After that i usually use paint deformations to push verts out while retaining the original normals.
Not sure if this is the best way to do things, have had mixed results.
I think the trick is to keep the cage smoothish, so you dont have big differences in ray distance between neighbouring verts. Again not sure, i have only baked a few normal maps.
Somethimes i get better results just using Xnormals ray distance calculator and a blockers file.
For best results add more geometry to catch the high poly normals.
resuming, i never use cage.