Having Trouble turning Geometry into Normal Map for Plane

Hi all,

Using Geometry Nodes, I made a floating island of randomly sized & displaced tessellated hexagonal prisms.

My hope is to eventually turn the top-down view of the island into a color texture and normal map, that can be applied to a simple plane to mimic the effect of the displaced prisms but with a far simpler mesh that performs better in VR. Only the edges of the island will remain as actual geometry.

When I try to bake the grid of hexagon prism faces onto a plane’s normal map, either manually or with the Jbake addon, it just shows up blank. The plane is the size of the hexagon grid and positioned at z=0 (the height of the lowest hexagon surface, as they are displaced upwards).

I tried using a box to bake onto instead, and it seemed like the sides of the prisms got baked onto it, but not the top ‘floor’ that I want. I tried various rotations & applying transforms but it was the same deal.

Is this something to do with geo nodes? This was originally made of an instance of lines along a line to form a grid of points, with instances of the hexagonal prisms placed on the subsequent points. The instances have been realized. I’ve tried applying the geo node and baking as well, but nothing changed.

Or am I just misunderstanding how baking normals would even work here?

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Hello !

Two things comes to my mind, First I’d try to realize instances if any !
Then I’ll try to add a bevel to get better details.

First thing to test is to do a basic modeling and try with that if you have better results. That will point out the direction.

I don’t often do bakes so I’m only wild guessing there !

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Normal map captures angles of surfaces, not depth. Your hexagons tops are just flat surfaces so there is nothing to capture for normal map. You need to either add bevel to hexagons, or consider using bump / height map instead of normal map or also capture ambient occlusion map to fake depth that way.

Consider how these cylinders look from side:

And how they will look when captured into normal / ambient occlusion map:

3 Likes

Thank you- my misunderstanding. I’ll look into these other options for simulating depth.