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Transferring Normals

We're now ready to start the surface transfer baking. We will start by transfering the normals, creating a tangent space normal map.

Under the Ouputs roll-out, make sure Normals is enabled, and Tangent Space is selected as Coordinate System.

Settings 6

Before we start the render we need to change the render type from rendering to surface transfer. Click on the Render Tab and under Render Type select Surface Transfer. Then press Maya's render button. The surface transfer baking will then start and render into Maya's Render View window. Here is the result:


There are some problems with aliasing in this image and to get better results we can enable Turtle's adaptive super sampling. Open the Sampling roll-out under the Render Tab and for Sampling Algorithm select Super Sampling. Another thing we can modify is the Background Color (Surface Transfer Tab-> Outputs -> Background Color). By setting it to light blue (0.5, 0.5, 1.0) we make sure that all areas outside the uv-regions and any misses in the surface transfer gets a light blue color, which corresponds to an unperturbed normal in the tangent space normal map. Here is the new result:


We can now render the lowres MP5 rifle with this normal map applied by using the ilrNormalMap node. Using the Hypershader, connect the outNormal of the ilrNormalMap to the normalCamera on the shader. Connect the Input of the ilrNormalMap node to a new file texture node. Assign the normal map to the file texture node. The shading network should then look like this:


Change the Render Type from Surface Transfer back to Render and hit the render button. In the following renders we have rendered both the highres and lowres models to compare the results.



Compare this to the render on the previous page, where we rendered the lowres model without the normal map.


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Last modified 2007-09-05