Hello all. Haveing trouble baking a texture for an object space bi normal. I need the texture in order to perform some movement by getting the pixel color. I just cant get it. I was hoping someone might know off hand. This is an image of what i mean. I’d like to get the data of the Y vector mapped to the image instead of the Z axis.
The binormal is also known as the bitangent right? (my vector math is a little fuzzy, sorry)
Anyway, if that’s the case, if you’re using material nodes you can use a Normal Map node (in the Vector category, I think it was added in the last update to Blender or maybe the one before), and instead of plugging in an image set the color to [1, 0.5, 0.5] or [0.5, 1, 0.5] (whereas [0.5, 0.5, 1] would be the normal sticking straight out). It’ll give you the X or Y axis of the UV map (so, you’ll need to make sure the object has been unwrapped) If you need both the tangent and the bitangent I believe it’s faster to get one component like above and then cross it with the normal rather than using two Normal Map nodes with different values, but I could be wrong about that. Then you can use that to shift UVs in world coordinates (for a parallax shader, for example), or to calculate an anisotropic highlight like one sees on hair or brushed steel, or just to do things like mix normal maps together without using another material for each one.
If I completely misinterpreted what you were asking for, sorry!