Bent Normals from Mesh

The Bent Normals from mesh baker computes a texture that describes the average direction of ambient lighting. This baker is derived from the Ambient Occlusion from Mesh baker.

Available in:

  • Painter
  • Designer
  • Automation Toolkit


Secondary RaysAmount of occlusion rays. A high value will produce less noise but will be longer to compute.
Min Occluder DistanceMinimum distance where the occlusion rays will hit the high poly geometry.
Max Occluder DistanceMaximum distance where the occlusion rays will hit the high poly geometry.
Relative to Bounding Box

If enabled, ray distance computations are based on the normalized space (0 to 1) of the low-poly mesh. If disabled, the ray distance computation is based on units specified in the low-poly mesh when it was exported (meters, centimeters, etc).

Spread AngleMaximum spread angle of occlusion rays. Default is 180.

Angular distribution of occlusion rays.

Possible values:

  • Cosine (default)
  • Uniform
Ignore Backface

If enabled, occlusion rays ignore hits on a backface (if the high poly normal faces the opposite direction as the low poly from where the ray is fired). Most of the time this setting should be enabled to avoid artifacts.

Self Occlusion

Matching by name for occlusion rays. Indicates how the bakers should match low and high-poly geometry. It can be used to filter the baking process without the need to manually move apart (explode) meshes.

Possible values:

  • Always (default): Low-poly mesh is matched with every high-poly meshes.
  • By Mesh Name: Filter the meshes by their name to avoid matching with unwanted geometry.

To learn more about matching geometry see: Matching by Name.

Map Type

Defines the type of the output texture.

Possible values:

  • World space
  • Tangent space (default)
Normal Orientation

Controls the normal format of the output texture if Mat Type is set to Tangent Space.

Possible values:

  • OpenGL
  • DirectX (default)