The problem with that is speed. Bake directly in Arnold and you're talking about seconds. Bake from geometry and you're looking at lots of minutes The method I posted above worked fine for me a couple of years ago and behaved fine with Arnold RTT, can't imagine it's changed
In Blender you have Tangent Normal input for hairs . It helps with proper normals with a simple math to turn -1 to 1 into 0-1 . I recall I'v seen something similar in Arnold utilities too
I may well have mixed my angles up, it's been a while. I'm fairly sure both those maps can be baked from Arnold although like I say it's been a long time since I built the tools we use for hair baking.
A couple of things to think about here 1: baking normals for each hair strand always looks shit2: Arnold bakes it's normals in world space ( do your grooms flat with the floor)3: xgen is deeply shit and will lose your work all the time (Maya 2018 was the closest to "stable" but it's still shit) I forget the name of the…
Hello, I am trying to render my hair texture in Arnold and having this weird problem where the normal map from aiUtility shader renders a green normal map. I am following this method https://www.artstation.com/artwork/ZLGNG , and the render looks like below. So I tried putting in another mesh (torus in the middle) to see…
@poopipe sorry for the late reply poopie, I saw your reply a lot later I moved on so I completely forgot to check the post for a while. I actually found the solution and the thing was because I laid my hair on the y-axis, and rendered it from the top cam. I solved this issue by render from the front cam and rotate the hair…