Bake vertex normals to vertex colours

This script is designed to be used in conjunction with jms’ vertex paint scrip :

It sets the rgb components of a mesh’s vertex colours according to the xyz components of its vertex/face normal. Basically it makes exporting a normal map as an image possible. Take a look at the screeny…

and the script…

Be careful - this script will over write any existing vertex colours, be sure to duplicate your mesh!

Dont forget Normal mapp rendering !

Aw! It looks like the time has come to try and test this out again !
eeshlo’s normal mapping render code !

Oh a few examples of normal mapping .

also now. A fine method in zbrush is to make a low poly model and set it as a freeze item, then to edit aand subdivide it to keep adding details then pick it’s freeze low ploy and preform the normal mapp extraction from it. Same goes for displacement maps.

Other use a two model method. They make a high poly model then make a new shell around it and compare the two in a program and that makes the maps.

Just ideas.

can somebody port this to blender :slight_smile: ?

Let’s expand this thread: - I see well enough what a “normal map” is, but when and why would you need/use one? - In simple terms, what is (e.g.) “volumetric baking?” (Obviously it has nothing to do with making fluffier biscuits.)
And let me clarify… I did do a search on the forum for “normal map” (Well, I did just now… %| …) but what I was hoping for is a little more details. Not simply “what is this feature used for,” but why and how.

I can see the obvious goal, of creating a very detailed “skin” to put on a low-polygon model to give it the illusion of greater detail, but I don’t see how the various maps… depth-maps, normal-maps, and so on… are either generated, or used in compositing. And obviously since I’m in the throes of a big project that just got bigger ( $$$!! :smiley: …) everything that can help my slow li’l ol’ computer out will help.

Does not matter, Blender can not render a normal map yet, in the way it should. Just bump maps.
When it can or with the code I showed from eeshlo it could, it will all come clear.

Ahh. I was under the impression that this is what the Python script did. But, nonetheless, what is such a map used for? (Ditto “shadow” maps etc.) How would one go about using it?

For example it’s used in games, so you can simulate surface detail that reacts correctly to lighting, but your polygon count can still be very low. Looks great and lots of newer game engines use it, most prominently Doom3.

agh, Flippyneck’swebsite is no more… is there a mirror for this? a way to bake normal maps is something I really need :confused:

not so hard to do :