This node takes existing normals in the shader and outputs them as an optional parameter called
export_normals. You can set this as an extra image plane in the render node to bake out normal maps.
Choose whether to output normals that have been modified by the shader, or output a difference between a high res and low res geometry.
Output normals that have been modified by the shader.
Output normals in the space of the low res geometry using the high resolution geometry. Specify a low-res geometry using the UV Render Object render property on the render node. Both objects must be visible. This will lookup the normals from the high-res geometry and output them in the low-res geometry space.
When using “Geometry Different” with a high res and low res object, you should use a Peak SOP to prevent inter-penetrations artifacts in the normal map.
The coordinate system in which to output the normals. Use tangent space for deforming objects, so the normals stay relative to the moving surface.
Some target applications might require a certain space for tangent maps. Commonly, game engines and other real time systems use tangent space maps.
Map the normal data into specific range. Either -1 to 1 or 0 to 1.