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.
- Substance Designer
- Substance Automation Toolkit
|Secondary Rays||Amount of occlusion rays. A high value will produce less noise but will be longer to compute.|
|Min Occluder Distance||Minimum distance where the occlusion rays will hit the high poly geometry.|
|Max Occluder Distance||Maximum 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 Angle||Maximum spread angle of occlusion rays. Default is 180.|
Angular distribution of occlusion rays.
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.
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.
To learn more about matching geometry see: Matching by Name.
Defines the type of the output texture.
Controls the normal format of the output texture if Mat Type is set to Tangent Space.