By default, the curvature map is baked in greyscale, where concave details are brighter while convex shapes are darker. The Curvature output will bake both convexity and concavity maps. A position map is good source for generating texture masks as well, for instance creating a gradient in color or saturation from the bottom to the top of your asset. The Position output, otherwise known as a gradient map, will bake the position of your mesh in the X, Y and Z channels to the RGB channels of the image. To ensure that your zero point is 50%, set the min and max values proportionally, for instance, -5 and 5. If you have detail that extends 2 units in, and 5 units out, you would set these values to -2 and 5, respectively. The Inner/Outer Distance sliders determine the minimum and maximum distances (in scene units) that will be recorded. The Height output will bake a height or displacement map. Object space normal maps are not commonly used in game or film assets, but are an excellent source for generating directional masks for your textures, for instance, adding a layer of dust to the top of your object. The Normals (Object) output will bake an object space normal map. There are options to flip the red (X), green (Y), and blue (Z) channels, as well as a setting to toggle dithering. The Normals output will bake a tangent space normal map.
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