A normal map is a type of transfer map, meaning that it is a texture created from a polygon object. Different transfer maps handle the conversion from polygons to textures in different ways. A normal map captures the surface normal information of the source mesh and uses it to light the target mesh.
To set a base material for the target mesh
- Right-click the mesh and select
Assign New Material from the pop-up menu.
The
Assign New Material window appears.
- Select.
- In the new menu, select
aiStandardSurface.
Maya applies a standard Arnold shader to the low resolution mesh.
- Close the
Attribute Editor.
To show the high resolution mesh
- Open the
Outliner (Window > Outliner).
- In the
Outliner, select hi_res_toad and press Shift + H.
-
Both meshes appear in the scene overlapping each other.
- Deselect the high resolution mesh.
To create a normal map
- Select
Lighting/Shading > Transfer Maps.
The
Transfer Maps window appears.
The
Transfer Maps window lets you create various textures based on mappings from polygon models. First you need to assign the source and target meshes for the transfer.
- In the
Outliner, select Toad_lo_res:lo_res_toad.
- In the
Transfer Maps window, in the
Target Meshes section, click
Add Selected.
- In the
Outliner, select hi_res_toad.
- In the
Transfer Maps window, in the
Source Meshes section, click
Add Selected.
Note: Make sure you have added hi_res_toad to the Source Meshes, and not the Target Meshes where you added lo_res_toad.
Next you need to set the
Search Envelope.
The
Search Envelope represents the volume of the target geometry to consider for the texture. Whatever part of the source mesh between the
Search Envelope and the target mesh is mapped to a texture.
Generally you want the
Search Envelope to encompass your entire source mesh so you don’t miss any detail.
To set the Search Envelope
- In the
Transfer Maps window, in the
Target Meshes section, set the drop-down under Display to
Envelope.
The low resolution toad is replaced by a translucent red mesh.
This red mesh represents the
Search Envelope.
- Drag the slider under
Search envelope (%) to the right.
The red mesh grows.
- Drag the slider so that the red mesh barely encompasses all of the high resolution mesh without leaving any white spots (excluding the eyes). You can also enter a value in the box next to the slider. In this case, a value of 4.3 yields just enough coverage around the two meshes.
- Set
Display back to
Mesh.
Now you can set the normal map options.
To set the normal map options
- In the
Transfer Maps window, under
Output Maps, click
Normal.
- In the
Normal Map text field, click the browse icon.
A file browser appears.
- Navigate to
GettingStarted2020LessonData\UVMapping and enter the name toad_texture.
- Set
File Format to DDS (dds).
- In the
Transfer Maps window, under
Connect Output Maps, set
Connect maps to to
Assigned shader.
- Under
Maya Common Output, set
Map width and
Map height to 2048 and
Sampling quality to
Medium (4x4).
- Click
Bake and Close.
Maya generates a normal map.
Note:
It may take a few minutes for Maya to generate the normal map.