floxay wrote: ↑Wed May 26, 2021 10:58 am
Hey Custard would you mind helping cleaning up the nodes for this or do you have a proper nodegroup for it? The nodes are
Also I wanna combine the normals into one texture (so no need for the mask and nodes again at a later time) but no idea how to :c
Huh, well I'm happy to have a look but I don't think there's a lot I can help you with Floxay. You seems as good or better than me about the materials. For consolidating normal map texture the Cycles baker should make this very easy, it's a method I've used often in my own assets creation at the end to make it a bit of cleaner package.
Not sure if you've done bakiung in Blender before but here's the process. You can ask the baker to take the final state of the normal map as applied to the mesh and put that on a texture for you.
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Go into the shader you want to get processed normal map of.
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Add a new image texture node. This isn't going to be plugged into anything it's going to serve as the target image to bake to, as such it is important that this one be in a 'selected' state when you hit bake. That means it's the node with a highlight around it that you've clicked on last.
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Make a new texture there by pressing new, make the resolution correct and for normal you'd probably want no alpha and 32 bit float.
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Set the color space of that image node to non-color. The color space setting on the node affects the bake result.
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Go Render Properties tab, with it set to Cycles. Change render sampling to 1 sample. In the case where the baker isn't actually taking input from lighting then 1 sample is as good as 1 million sample, but it still wastes time generating as many samples as you set there.
- Down in the same Render Property tab can be found the Bake section.
Set bake type to "Normal" and chose margin. Setting a very high margin counts as infinite dilation basically, and low margin + clear image will fill flat normal color between islands.
- Then, with your target image node selected and the object itself still selected
hit bake and it should give you out the perfect consolidated normal map.
If the object has multiple shaders on it there will be a message saying no selected image in those other shaders, which is ignorable, OR you may accidentally had an image still selected in one of those other shaders, in which case it probably give a circular dependency error as it tries to bake onto a texture that's already being used by the shader.
Then in image editor section in Blender visual confirm the results and save the image out. If you start adding stuff like modifiers or mesh edit it can end up adding artifacts to the output, but otherwise the results always seem perfect to me. Not like the baking pains you might get when doing high-to-low poly and worrying about cages and rays and all that.