7

If you do not intend to pose, animate or add subdivision to your low poly, then decimate should be fine. The topology that decimate produces is generally unsuitable for any of these tasks. Some software has automatic retopology (e.g. 3dcoat, zbrush), however even this is imperfect and an ongoing area of research.


7

It is easier and more intuitive to paint a height-map, then convert it into a normal map: There is GIMP normalmap plugin, Photoshop plugins like xNormal, apps like CrazyBump and a lot of others. These all can do the conversion. Also, it can be done through Blender Baking. If you already have a normal map, and you need to add to it, you can combine normal ...


6

Only DirectX applications use DX normal maps. And DirectX run only under Windows mainly due to license. For everything else you need to use OpenGL. For sure is good always check documentation. On image below you can find simple way how to convert DX to OpenGL (or OpenGL to DX)


5

To bake from an object with is slightly outer of your lowpoly mesh, you need to increase the ray distance option in the bake panel: Blender bake using a ray casting. If the ray distance is 0, the ray starts from the lowpoly surface. So, if this surface is inside the highpoly mesh, the ray meets nothing. With a higher value for the ray distance the ray ...


5

You could use the following material set up to achieve the desired effect : This is using a Bump node instead of the Displacement socket as it is more easily configurable. Using Displacement (True Displacement) can result in gaps in your surface - especially if there are hard edges in the texture (such as where the surface transitions between brick and ...


5

Ok, first thing is to split out the channels with the separate RGB node. We'll put down a few re-routes too so we don't go nuts and mix channels up: Next, put in a Combine XYZ node to recompile the channels together. (note that you can use a Combine RGB node here instead of you like, they are identical aside from labels and the color of the output socket. ...


5

Pass the bump height through a Math > Minimum node. Set the empty value to your desired clamp height. 0.5 Clip 0.75 Clip No Clipping


4

In your last image there is the problem - you are connecting normal map texture directly into the vector slot. Please connect it through the Normal Map node (Shift+A > Vector > Normal Map):


4

Solved, I started a new file, appended the High res, Low res and the cage objects, and it worked as it should be, I don't know why this happened though.


4

No, samples have no effect. A sample is a measurement done by shooting a ray into the scene. These rays scatter randomly inside the scene, so the more samples the more accurate information about the scene. Normal map needs only 1 sample because there is no scattering. From every pixel of the normal map mapped on your lowpoly in the scene you need to send ...


4

I use an rgb image with 0.5 value (gray) and then plug that into a bump node, and then plug that into the Normal socket of the shader node. I paint in black to sink, white to raise but that can be inverted on the bump node.


4

It's probably easier to use separate Principled BSDF nodes for the wood and metal, or have the "clean" region over the metal in the normal map itself. (depends on how you're painting this normal map). However, if you want to use the setup in your example, it can work. You just need to use the geometry node to set the alternate normal to the default mesh ...


4

If I want to create my own displacement maps in, say, Photoshop, which color space should I use? Is 16-bit sRGB okay? The term "sRGB" is thrown around far too frequently without an understanding as to what it means. The best way to think about things like displacement maps and such, is that in many instances they are data, akin to units of measurement. ...


4

I think the bump node is what you want? Plug the BW output of the image into the hight input of the bump node. Then, feed the bump node's normal output into the normal input(s) of your shader. You can also plug raw BW images into the displacement input of the Material Output. For more reading on the bump node, check this out: How to create normal texture ...


4

The best way achieve a "bump" from all angles is using micro-displacement. Replace your Bump node with a Math node and set it to Multiply. Then connect the Math node with the Displacement input of your Shader Output node. Play with your Multiply value to get the result that fits your scene. This will not work until you add extra geometry to the plane. The ...


4

In your case it looks like a Bump or Normal map won't be enough to give a 3D effect. You can use the micro-displacement method as explained by Valentin (never tried) or you can use the Displacement modifier: Subdivide your ground so that you will be able to deform the surface. Give it a Displacement modifier. Give it a Subdivision Surface modifier so that ...


4

In Cycles, the Normal pass can be enabled in the render by enabling the Normal pass in the Render Layer properties - however, this is in World coordinates, not Camera coordinates. To convert the Normal into Camera space we can use the Vector Transform node. This isn't possible with the actual Normal render pass but we can add an additional Render Layer and ...


4

The main problem is that you are baking a normal map suited for OpenGl. Unreal uses DirectX normal maps. You can easily solve this by inverting the green channel. It can be done during bake in blender, in photoshop or in Unreal in the material. The dark scene in Cycles needs some lights to be useful. But if you need to have it shown correctly with the ...


3

Result: Credits: First of all this is not my work, it's from riceart41 on BlendSwap (download this file to make all of this to work). You can find more information on YouTube and on BlenderArtists. Overview: There is no accurate tutorial from the creator of this method but I've managed to get it to work in a way presented below: You'll need to create ...


3

This can be achieved using the Vector Transform node to transform the Normal from World coordinates into Camera coordinates to match the Blender Internal Normal result. Use the following material : The key part is the Vector Transform node - this is set to transform the Normal from from World to Camera space. The remaining nodes perform some necessary ...


3

Ok so I was able to 'fix' this problem. For some reason now in 2.78 your mesh requires a uvmap regardless of whether or not it is using said uvmap (global... genereated .etc.) for normals to work as intended. diffuse spec all work fine without it. So to fix this problem with the normal map not working, all that had to be done was just create a uvmap. Weird ...


3

This is caused by the fact that the normal color (let's say R: 127, G: 192, B: 255 -> aka a normal pointing up at about 45° when you view the bitmap normal map in image editor) which defines the particular little space on the actual polygon which is also pointing upwards, let's say at a 88° angle compared to the camera view vector. The resulting angle of the ...


3

Cage baking should follow more of less the same principles in any baking system. It is only really necessary to have a custom cage when trying to capture hard edges, smooth organic models shouldn't need one, as the ray distance parameter will effectively create on for you. The purpose of a custom cage is to modify the direction that the rays are cast when ...


3

Overview: I think that everything should be ok with just Bump node. There is a method to convert Height Map (B&W) to the same Normal Map as in your first image, but this produce the same results. Comparison: First my node setup: Bump_to_normal group is not mine, see Credits at the bottom. In Texture Group Node there is Height Map created from ...


3

You've set the strength of the normal map node to 0 accidently.


3

The problem was, as many people suggested, the Image node for the normal map was not set to non-color data:


3

Substance offers two options for normal maps, DirectX and OpenGl. DirectX is the default (normally set when you first setup a project). The difference between the two is that the green channel is inverted from one to the other. Blender expects normal maps in the OpenGl format. There should be options in Substance Painter to export with the OpenGl format ...


3

It seems as of version 2.79, displacement node, Adaptive subdivision (experimental mode) cannot be combined with normal map node. Workaround for now is either using only bump map or switching off the adaptive option inside of subdivision modifier. This bug is not noticeable when using simple plane: (probably here tangent space is same as object space) In ...


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