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    Hi Fredrik,<br>
    <br>
    If you read my reply again you will notice that I never actually
    said anything about removing OS normal maps. WS and OS normal maps
    are not the same thing. ;)<br>
    <br>
    The reason I suggested removing WS normal maps is that they are
    virtually identical to OS with the exception that they need to
    remain in the same position and can't be rotated etc. and as such
    they are the least flexible normal maps of all. OS normal maps would
    serve exactly the same purpose with less code to maintain in the
    future.<br>
    <br>
    Handplane actually requires Object space and not World Space btw. so
    you don't really want to be using WS normal maps.<br>
    I'm not sure what you mean by less errors really. Baking to Object
    space does nothing to reduce errors in bakes, it just ignore the
    crude smoothing of the low poly mesh which when set up incorrectly
    for Tangent space can give you seams etc.<br>
    <br>
    Cheers,<br>
    <br>
    -Andy<br>
    <br>
    <div class="moz-cite-prefix">On 26/03/2014 09:14, Fredrik hansson
      wrote:<br>
    </div>
    <blockquote
      cite="mid:1395825273.1542.YahooMailNeo@web160303.mail.bf1.yahoo.com"
      type="cite">
      <div style="color:#000; background-color:#fff;
        font-family:HelveticaNeue, Helvetica Neue, Helvetica, Arial,
        Lucida Grande, sans-serif;font-size:8pt">
        <div><span>i was wondering other than using the cage as a
            blocker mesh(great feature to have btw) why not use
            shapekeys instead if you are supposed to have the same
            topology and control the ray direction with those.</span></div>
        <div style="color: rgb(0, 0, 0); font-size: 10.6667px;
          font-family: HelveticaNeue,Helvetica
          Neue,Helvetica,Arial,Lucida Grande,sans-serif;
          background-color: transparent; font-style: normal;"><span>easier
            to use imo and less destructive since you could change your
            underlying mesh and not have to redo the cage every time.</span></div>
        <div style="color: rgb(0, 0, 0); font-size: 10.6667px;
          font-family: HelveticaNeue,Helvetica
          Neue,Helvetica,Arial,Lucida Grande,sans-serif;
          background-color: transparent; font-style: normal;"><br>
          <span></span></div>
        <div style="color: rgb(0, 0, 0); font-size: 10.6667px;
          font-family: HelveticaNeue,Helvetica
          Neue,Helvetica,Arial,Lucida Grande,sans-serif;
          background-color: transparent; font-style: normal;"><span>secondly
            removing object/worldspace normalmaps isn't actually a good
            idea sure everyone uses tangetspace normals but if you use a
            tool like handplane for example then you actaully always
            want to bake worldspace normalmaps since that generally
            leads to less errors in the bake and can easily be
            transformed into a tangentspace normalmap for your target
            game engine(provided that the tool supports that engine). it
            also allows for topology changes without rebaking well as
            long as you don't change the uvs that is.<br>
          </span></div>
        <div style="display: block;" class="yahoo_quoted"> <br>
          <br>
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            Helvetica, Arial, Lucida Grande, sans-serif; font-size:
            8pt;">
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              <div dir="ltr"> <font face="Arial" size="2"> On Thursday,
                  March 20, 2014 6:34 PM, metalliandy
                  <a class="moz-txt-link-rfc2396E" href="mailto:metalliandy666@googlemail.com">&lt;metalliandy666@googlemail.com&gt;</a> wrote:<br>
                </font> </div>
              <div class="y_msg_container">
                <div id="yiv3751756106">
                  <div> Awesome work, Dalai.<br clear="none">
                    <br clear="none">
                    I have spoken to you about this on IM but I figured
                    it would be good to get this on the list too, so
                    please forgive any overlap between the list and our
                    conversations. :)<br clear="none">
                    <br clear="none">
                    <ol>
                      <li>Any ideas when we are going to get to see the
                        cages? This shouldn't ship with Blender until we
                        can see how far the cages are extruding. The
                        cage feature should definetly be a modifier as
                        it allows the flexibility to modify the cage and
                        other gui such as picking the colours of the
                        cage with perhaps some sliders for offsetting
                        everything easily.</li>
                      <li>AA is very important, but not as important as
                        being able to view the cage in real time. A good
                        default for AA would be 4xAA. Anything more isnt
                        worth the extra rendering time and anything less
                        doesnt match up well enough in terms of quality.<br
                          clear="none">
                      </li>
                      <li>The Custom cage title is not correct. Custom
                        cages are when the user has modified the
                        topology of the cage by moving verts/topology
                        and meshes under this slot do not need to have
                        modified verts/topology in order to work. They
                        could use a regular mesh or have one imported
                        from another application so just calling it Cage
                        mesh or Cage object would be perfect. Calling it
                        cage mesh goes against convention for all other
                        3d applications so it's just going to cause
                        confusion.</li>
                      <li>Tangent space should be default for normal
                        maps. I would even think about removing the
                        option to bake world space as no one uses them
                        ever in production as they are the least
                        flexible of all normal maps.</li>
                      <li>X+Y+Z+ should be default and is what is being
                        baked currently by default even though the GUI
                        says X-Y-Z- (for TS nmaps at least. IIRC OS and
                        WS bake an odd order that doesnt match any
                        convention. Something like X+Z-Y+ of the top of
                        my head.)</li>
                    </ol>
                    <br clear="none">
                    Cheers,<br clear="none">
                    <br clear="none">
                    -Andy<br clear="none">
                    <br clear="none">
                    <div class="yiv3751756106yqt3818102347"
                      id="yiv3751756106yqtfd23725">
                      <div class="yiv3751756106moz-cite-prefix">On
                        20/03/2014 03:08, Dalai Felinto wrote:<br
                          clear="none">
                      </div>
                      <blockquote type="cite">
                        <pre>Hi all,

Some update:

The *bake-cycles* branch is near feature complete for its first round.
The only missing bit is anti-alias which I'm tempted to post-pone
until after the first round of code-review.

Recent/New features:
* User Interface (no more need to fiddle with Python scripts)
* File Formats (save as PNG, JPG, OpenEXR, Tiff, Targa and BMP -
RGB/RGBA - 8/16/32)
* Custom Cage
* Normal swizzle (change the axis that gets mapped to RGB)
* Normal space (save as tangent, world, object)

As usual the code is here:
* <a moz-do-not-send="true" rel="nofollow" shape="rect" class="yiv3751756106moz-txt-link-freetext" target="_blank" href="https://github.com/dfelinto/blender-git/tree/bake-cycles">https://github.com/dfelinto/blender-git/tree/bake-cycles</a>

The Blender-Artist thread [1] is still getting a lot of attention, but
I would rather if testers could use the github issue list to report
bugs:

<a moz-do-not-send="true" rel="nofollow" shape="rect" class="yiv3751756106moz-txt-link-freetext" target="_blank" href="https://github.com/dfelinto/blender-git/issues?state=open">https://github.com/dfelinto/blender-git/issues?state=open</a>

I'll try to do some code cleaning up and address some of the known
issues in the remaining of the week. Hopefully the code can be
available for code-reviewers by next Blender Sunday Dev Meeting.

[1] - <a moz-do-not-send="true" rel="nofollow" shape="rect" class="yiv3751756106moz-txt-link-freetext" target="_blank" href="http://blenderartists.org/forum/showthread.php?326534">http://blenderartists.org/forum/showthread.php?326534</a>

Cheers,
Dalai
--
blendernetwork.org/dalai-felinto
<a moz-do-not-send="true" rel="nofollow" shape="rect" class="yiv3751756106moz-txt-link-abbreviated" target="_blank" href="http://www.dalaifelinto.com/">www.dalaifelinto.com</a>


2014-02-17 23:41 GMT-03:00 Dalai Felinto <a moz-do-not-send="true" rel="nofollow" shape="rect" class="yiv3751756106moz-txt-link-rfc2396E" ymailto="mailto:dfelinto@gmail.com" target="_blank" href="mailto:dfelinto@gmail.com">&lt;dfelinto@gmail.com&gt;</a>:
</pre>
                        <blockquote type="cite">
                          <pre>Hi there.
I just pushed support for "Selected to Active" in the bake-cycles
branch. The new parameters for the operator are:

* use_selected_to_active=False
* cage_extrusion=0.0

The idea is to bake from a high-poly mesh to a low-poly mesh.

Notes:
* There is no pre-visualization of the cage
* The cage always look inwards
* The cage cannot be 'edited' (all you can change is the cage extrusion)
* The calculation is done in the local space of the objects (as if the
objects had scale 1,1,1, and were in origin with no rotation)
* I tested against XNormals (managed to install "here") and the result
seem to be matching, though the color is coded slightly different for
object normal maps:

Cycles RGB = XNormal R(1-B)G
XNormal RGB = Cycles RB(1-G)

Cheers,
Dalai
--
blendernetwork.org/dalai-felinto
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</pre>
                        </blockquote>
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</pre>
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