Sign in to follow this  
fire67

How could I use bent normal map

Recommended Posts

This might be a general question but I have some difficulties about understanding baked bent normal maps and how to use it inside a shader in Unity.

 

From what I understand, bent normals are especially used with occlusion but I don't really get what they contain and how to use them. The other strange thing is that when baking them with different tools, it gives me different output, so it's hard for me to interpret them.

Here are some examples:

 

tHXeT.jpg
This is made from Substance Designer in World Space. Seems really close to a simple normal map in World Space.

 

1AAcV.jpg
This is made from Substance Designer in Tangent Space. It doesn't seem to contain really relevant informations as the one above.

 

Zenrb.jpg
This is made from Maya Turtle. It seems to contain interesting information but... what space is that ?!

 

BCZmP.jpg
This is the same as the one above but converted to Unity using Handplane. What can I do with this...

 

It seems that Unity is using tangent space normal maps but I don't have any control on the import process and I don't know what they are doing.

Regular normals are then unpacked in converted into world space normals using TBN matrix.

 

The fact is that at this point, any clue or advice should be really useful. I don't know if my baked maps are right or usable and I don't know how to use them inside my shader.

 

Thank you very much.

Share this post


Link to post
Share on other sites

Thank you for your answer @Styves.

After some testing, it appears that I am getting some interesting results. The good maps are the substance one (Tangent and World Space).

Edited by fire67

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this