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162 Chapter 17: Rendering
Include Work ing Model—
When on, bakes from
thesourceobjectifnotargetobjectcanbefound.
Default=off.
Tu rning on Include Working Model can be a
quick fix when a lot of the projected rays miss the
target object (the Ray Miss Color will be apparent
in the rendered normals map). However, if the
low-resobjectoccludesthehigh-resobject,then
IncludeWorkingModelwillnothavethedesired
effect, and the normal map will not show high-res
detailsthatyouwantitto.Inthiscase,adjustthe
Projection modifier’s cage.
This toggle is also useful when the high-res
geometry is discontinuous (for example, a lattice
or an ar ray of cylinders).
Ray miss check—When on, bakes missed rays as
well as rays that hit into the rendered texture, using
the Ray Miss Color. Default=on
•
Ray miss color—This color is baked into the
texturewhenprojectionfailstohitthetarget
geometry. Click the color swatch to display a
Color S elector (page 1–157)
and change the
color used for missed rays. Default=red.
Normal Map Space group
There are four methods for projecti ng the norma ls:
•
Worl d—Project using world coordinates. This
is useful mainly for objects that don’t move
or deform; otherwise, a moving object with
world-projected normals will appear to “swim”
through the texture.
•
Screen—Project using screen coordinates; that
is, flat projection in the Z axis. This method is
useful mainly for stationary objects seen from
a single angle only; fo r example, a statue seen
through a window.
•
Local X YZ—Project using the object’s local
coordinates. This method can be used for
stationary or moving objects, but not for
objectsthatdeform:iftheobjectdeforms,the
pro jection will appear incorrect at some frames.
•
Tangent—(The default.) Project at a tangent to
thetargetobject’ssurface.Thisisthemethod
touseforobjectsthatbothmoveanddeform,
such as animated characters.
Orientation
The orientation settings determines what the red
and green colors will indicate in y our normal
map. The orientation settings are different for the
Tangent method than for the other methods.
The correct setting for red and green depend on
what kind of hardware shader or texture will be
used to view the map. Different shaders have
different requirements. The Normal Bump m ap
has controls to flip the red and green; the Normal
Bump texture should work correctly if the map
was created with the default X and Y or Left
and Right settings, but if the map was created
w ith different settings, change the Normal Bump
settings to ma ke the map render correctly, instead
of rendering a whole new map.
Orientation: Ta ngent
For the Tangent method red indicates normals that
are pointed either lef t or right and green indicates
normals that are pointed up or down.
As an example, if you use Tangent mo de with Red
set to rig ht and Green set to down, areas that are
red in y our normal map would indicate that the
normals were facing towards the right and areas
that were green would indicate that your normals
were facing downwards.
Thefollowingarethepossiblevaluesforthe
Tangent method: