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

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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