Normal in Material Output
So, blender internal is dead now, and there is a feature in it what I really like, the feature is about transferring normals between low poly meshes using baking , so in order to move to blender 2.8 (because is awesome), I will want to hare this feature to be implemented in cycles and/or EEVEE please.
This is a feature of blender internal what I don't want to lose therefore I made a video about it :
Is really good, especially for game assets, I don't want it to be forgotten and lose forever.
I tried to bake normal maps in a low poly to another low poly mesh in cycles, and I think I have an idea, it will be to put in the "Material Output" node one value for "Normal"
8 Comments
I think you misunderstood how shaders works in Cycles. Your normal input is in your shader node, period. Here it's in your diffuse node.
The material output node has a different function, its only purpose is to separate what affects the surface shading, the volume shading and the displacement. In that paradigm, normals are part of the "surface" data.
* @-L0Lock- * Ok, that may be true, but the normal information does not bake to a texture like in the video I uploaded
Learn how to bake with cycles x)
* @-L0Lock- * Sorry, It appears to be what I was needing a newer version of blender
Shader BSDF Nodes do have Normal Input.
* @Pawel Piotrowski * Yes, many shaders do have an input for normal information, but if you try to bake that normal information into another texture you can't do it, the thing is about baking normals from a texture to another different texture, what I want is a "material input" not a "shader input".
* @visitorsama *
In a newer version than released You can (eg. 2.80/2.79.x from buildbot )
You want full normal baking capability (that is already working) and not material normal input.
* @Pawel Piotrowski * thank you, it works