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I'm new in blender and trying to bake normal from a high resolution mesh to a low poly.

But the result of the normal map is casting shadow from sky corresponding to some global illumination that I can't change.

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As you can see in image some global light is casting shadow into normal result. I'm trying to put some lights in scene but whatever shadow direction I try the same result accurs.

How can I bake Normal without shadow direction? Like we do when we bake AO with light coming from all directions.

I hope you understand this ridiculous explanation. ;/

Thanks!

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Normal maps do not control the lighting of a surface, they only define surface facing direction. It is impossible to store light or shadow information in a normal map. You should not attempt to judge the information in a normal map based on what you see. It is not a shadow, these simply are numerical values that happen to be lower. You should look for the issue in your lighting or geometry if there are shadows where they should not be.

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  • $\begingroup$ Thanks! Your tip give me the solution! :D $\endgroup$ – leodavi3d Feb 11 at 16:46
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The problem was the geometry. I just had to recalculate the faces normals so now everything is ok. Thank you @Martin Z for the tip!

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