You even don't have to make any fancy mix of gradients. Just use utility nodes "NS" (normals shaded) from its drop down list and input it to map to material node (or whatever equivalents in Maya) Works pretty much the same as in Clarisse
Have just tried to bake world space normals in MAx 2020 Arnold . No problems actually . It bakes with Map to Material node just fine while showing some error message
This old nvidia paper probably explains the system best. It's worth noting that this is a very basic implementation and more modern implementations both perform and look significantly better. if you're willing to author the shells and fins manually it would be fairly trivial to get it working in unreal although it's…