Hi guys! I am thinking about how to improve the quality of my 3D terrains. I am using standard tangent space normal maps, but lately I have been reading about object space normal maps and bent normal maps. I don't know if they are a good option and used for static landscape meshes. I mean, mesh is static, although for…
I never see a baker that would bake object space bent normals. But assume it's still possible to do as post editing with 2d compositor probably or with node based shader system bending object space normals. I never tried this although . Baking soft usually do tangent space bent normal maps as far as i know. An advantage of…
Object (or World Space) normal map completely overrides mesh normals. Mesh normals are simply not used in the shader, the normal vectors are straight from the normal map (which is slightly faster for the lighting calculation than tangent space). They won't work if you need to deform a mesh as they would need to be rebaked.…