I am following a tut, where oliver villar shows a bake. Describes how Blender stores normals face via R,G and B is for “Z” depth from what I understand. My bake should be that of a purple hue and the shaded areas will be an off purple that is the Red and Green stored info of the Normals direction.
In another video I’ve watched it shared that a brown bake are upside down normals. I went thru this bake and have my normals flipped in the right direction, actually tried it both ways and tried having my ‘bake to’ layer above and below with the same result.
I am trying to use this solidfied, arrayed cylinder as a texture that will react to light as the camera goes over it; once applied to my model. As would the 2nd example pic would do…
What am I NOT doing or is this one of those things that cannot be done via the direction I am trying?
Thanks for the help. Yes I know he is using bricks and I am using cylinders, it is the texture I wanted
Blend file if you care to…Ignore my notes they are for me, my steps, etc
What I want: