I am trying to export a normal map in “tangent-space” from an orthographic view.
My first idea was to use a “matcap”/environment map for a custom material like this:
I think it should work, but only in orthographic view, since with perspective, rays on the edge of the screen have different angles to the surface than those in the middle:
how can i solve this problem? maybe a different way is easier,
1.I could render it with vray and the normals renderelement – but depending on the resolution could take a while
2.maybe theres a way with grasshopper: mesh > demesh> normals2color>construct mesh (but this would be worldspace)
3. some opengl shadermagic?
now the tiling works,
also now there is size jitter
this script is very usefull for creating a brushed metall effect, which doesn’t look like just a streched noise map
I found the idea of setting a normal map to environment useful, but the normal maps I can find (spherical displacement similar to the image you’ve shown) are not very good.,
Would you be able to share the file here with me?
Do you have a reliable way to test it? I would like to say do a screenshot with a normal map, and compare it to rhino render, exporting the normal channel. Can publish results here.