To bake normal maps with Turtle
- Set up your surface transfer. See
Set up a surface transfer with Turtle.
- Open the
Texture Baking View window (Windows > Material/Texture Baking Editors > Texture Baking View).
- In
Texture Baking View toolbar, click
to open the
Texture Baking Settings.
- In the
Baking tab of the
Texture Baking Settings, do the following:
- (Optional) If your object will be deforming, like a character, ensure that
Coordinate System in
Outputs > Advanced Settings > Normal Map is set to
Tangent Space.
- In the
Outputs > Shader Outputs settings, disable
Full Shading and enable
Normal Map.
- Open the
Texture Baking View window (Windows > Material/Texture Baking Editors > Texture Baking View).
- In the toolbar, click
to initiate the texture baking.
The
Texture Baking View window shows the resulting image, and the file is placed in the
turtle/bakedTextures directory. This normal map can now be assigned to the low res object.
- Select the low res object and open the
Attribute Editor.
- Select the object's material node.
- In the
Common Material Attributes section, click the map button
next to the
Bump Mapping attribute.
- In the
Create Shading Node window that appears, select a
File texture.
A
bump2d node appears in the
Attribute Editor.
- In the
Attribute Editor, expand the
2d Bump Attributes section of the
bump2d node.
- Set
Use As to
Tangent Space Normals.
- In the
Attribute Editor, expand the
File Attributes section of the
File node.
- Click the folder next to the
Image Name attribute to select the normal map in the
turtle/bakedTextures directory.
The normals from the high res object appear on the low res object, creating the illusion of surface relief.
Tip: If you do not see the normals, ensure
Hardware Texturing (Shading > Hardware Texturing) is turned on.