Posts

Showing posts from October, 2016

When normal is just a direction not a position then why position of mesh changes the normal map?

Image
When Normal is just a direction, not a position then why positioning of the object in the scene or transformation (translation, rotation, and scale) of the object matters while baking object-space or world-space normal map? As we know that Normal is a direction (and it is orthogonal to the face of the mesh). When we bake Normal-map as RGB image, we calculate its x, y, z values to represent a direction.  To calculate x, y, z of a normal-direction, we need a reference point such as when we calculate a position of a dot on graph paper, (0,0) is the reference point. Reference point we pick, may change the x, y, z value of a direction. Eg : If we have a pyramid and we are calculating Normal of a face. Object Space Normal Map : To write Object-space normal value, we will find out x,y,z value from a center of the mesh. x, y, z value of Normal direction will remain the same at any rotation of the mesh as when we rotate the mesh, center-of-mesh i.e. transformation-axis rotate a