I'm trying to baking tangent space normal map for a cube.
The methods I've tried on low poly mesh before baking:
- Labs auto uv SOP, method set to UV Unwrap.
- soften_normals SOP with Harden UV Seams toggle On and off.
- when soften_normals doesn't work, I used facet SOP with post-computed normals and cusp polygons option on and off.
- divide SOP to triangulate the mesh after setting normals.
- tangent SOP(polyframe) after setting normals before divide SOP.
When I exported the mesh into Unreal4.27, I realized that tangents and normals were different from another mesh exported from blender. I used tangent SOP to solve this issue but it didn't work either.
For High poly mesh:
- remesh to grid SOP.
- to try another method, watched high res to low res rebelway video, so I used ray SOP to get UV attr from lp to high poly and used bake texture SOP with Unwrap Method set to UV Match.
and I got nearly correct normal map results with the methods listed above, except for black lines on far sided egdes and dark side from some angles.
As for Baker:
- I've tried Labs Maps Baker SOP as well.
I've got the same results with simple_baker and baketexture so I'm sharing the simple one.
Also followed Procedural Sci-fi Crate tutorial Part 3, and I couldn't get the correct results in Unity either.
So, I would be very grateful if you could help!
Here are the results I got in Houdini and Unreal: