ZBrushCentral

surface noise to normalmap ? (answered)

Hey all,
I was wondering if there was a way of baking the surface noise into the normal map. I have tried by transferring noise to mesh, but this needs very high poly count to store high frequency detail. Any tricks would be greatly appreciated.

If you can’t divide the mesh enough for the detail then you can use HD Geometry. The detail will then be baked into your normal map. As you won’t be able to apply the noise all in one go this is the working method:

  1. Set up your noise how you want.
  2. DivideHD until you have enough polygons for the detail.
  3. Hold your cursor over part of the mesh and press A to enter Sculpt HD mode.
  4. Store a Morph Target.
  5. Apply the noise to the mesh using Tool>Surface>Apply to Mesh.
  6. Press Tool>Morph Target>Switch. This returns the surface to its previous state and the noise is all in the morph target.
  7. Select the Morph Brush. Work over the surface to bring out the noise detail, being careful to feather the edges so the noise fades.
  8. Repeat stages 3 - 7 until the whole mesh is covered, being careful to blend the noise at the edges of the editable area.

When creating a normal map make sure that the Scult HD Subdiv is at its maximum. All the detail will then be baked into the map.

HTH,

this is excellent! , thank you marcus :smiley: