the shadow node requires world space position and normals to work. to get world space position you need to convert height into tangent space normals (easy) and transform those normals from tangent space to world space. This requires that you bugger around with 3d matrix transforms - you can build nodes to do this in…
I stopped to follow new nodes SD is adding lately so maybe it's a new one. But old "RT shadows" node I sometimes use needs only height and some manual sun position input. Not from a texture, just same vector for every pixel .
Why cannot ? SD baker could bake all same maps Painter does. With a minor differences . World space normal map for sure . Or world directions map where you can set up vector manually and even bake world space normals to tangent space or whatever space you want. I mean if you have the mesh. But the task to get proper…
Perhaps I still don't understand , not sure. But to me it seems like baking light vector to rotated UV islands and "world direction map" does it in SD imo. You can set the vector in world coordinates, and it bakes it into RGB colors for each island according to UV rotation. If I understand it right? I never tried to use it…
I want to add details baked into diffuse map. Dents, cracks that sort of things. For this I planned to make a height map A, convert it to world normals and run it through Light node. Problem is UVs are usually packed to optimize texture space usage. Shells can be rotated, flipped or just curved surface flattened like in…
Not sure I understand. Designer should have all available info. I might have phrased original question in confusing way, but I have the mesh in designer. Can bake any proper map from it. Was thinking about hacky ways of doing it, though none seems like it would work. For example, I can convert height map with these details…