Hey Alexandr. I am trying to recreate your workflow in blender because I do prefer baking my lightmaps manually and I am used with blender. May I ask you how do you bake your basis and how do you combine them in the dot product (I guess this is the node that needs to be used at the end of the chain?) I tried to add the…
Pretty cool. Looks like RNM is less contrasted than ground truth, based on this image from Bakery plugin for Unity (which is the baker we use). Now i couldn't tell if you could do something to improve it. https://geom.io/bakery/wiki/index.php?title=Manual
I probably hadn't the slightest idea of what i was talking about back then and i don't think i messed with RNM since. Id say you need to convert your normal map from tangent to world space before the dot product. Thought i'd ask why would you want to deal with that in Blender ?
Hmm. I really struggle with understanding and dealing with tangents, so i just run a series of tests. My current test shows what i need opposite: im converting pixel normals from world space to tangent space. So basically if i calculate dot with vec3 of 0.0.1 - lightmaps looks okay* Same for textures. I use tangent space…
https://forum.unity.com/threads/baking-directional-lightmaps-with-blender-cycles.397334/ Here is a similar question with the blender setup shown, I have not tried recreating it myself and I think it is intended to be used in unity, but it might be of some help to you.