[Sidefx-houdini-list] Baking High Resolution Geometry into Normal Maps

David Johnson daveinengland at gmail.com
Wed May 9 16:15:12 EDT 2018


To add a little clarity, I was trying to render the normals of a high res
object into the tangent space of a low res object.

Dave

On Tue, May 8, 2018 at 10:01 PM, Jordan Halsey <jordanhalsey at gmail.com>
wrote:

> Hmmm...That's weird. Are you using the normal sop? Houdini has great normal
> baking and I use it all the time. Clean your geo of any unwanted attributes
> and use the principled shader.
>
> Jordan
>
>
> *Jordan Reece Halsey*
> *maya | houdini | nuke | ae*
> *www.jordanhalsey.com <http://www.jordanhalsey.com>*
> *323-273-9995*
>
> On Mon, May 7, 2018 at 12:42 AM, Olivier Jeannel <facialdeluxe at gmail.com>
> wrote:
>
> > Thank you for that ! I often struggle with baking normals. Usualy I can
> > have the ao, curvature and so on, but often the normal map output is
> black.
> >
> > 2018-05-06 7:46 GMT+02:00 David Johnson <daveinengland at gmail.com>:
> >
> > > I learned a very good lesson in this process. In Houdini 15.5 at least,
> > the
> > > uv's on your UV Object must be vertex uv's, not point uv's. I banged my
> > > head against the wall for quite a while on that one.
> > >
> > > I just thought I'd put that one out there for anyone else who might be
> > > struggling on this like I was. Or maybe I just put it here so that if I
> > > forget in a year and go to look it up, my email will remind me.
> > >
> > > Dave
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