9.5.2

Table Of Contents
668 CHAPTER 13
RENDERING RENDER MENU 669
To Vertex Map
If this option is active, Ambient Occlusion will be written to a vertex map that can be made visible
via the vertex map shader (see chapter 18, “Channel Shaders”, p. 788 in your CINEMA 4D reference
manual). Vertex maps only affect object points, and the Ambient Occlusion resolution will therefore
be much lower than if you let Ambient Occlusion be calculated the conventional way.
Normals
Left, the object, right, the normals texture baked using the object (“Object” Method).
If you want to bake a normals texture, you’ve come to the right place. What exactly it is that you can
do with normals textures is described in chapter 18 in this addendum.
Method
There are several methods with which to dene normals textures. Without going into great detail,
the following applies:
Tangent: The most common method. The direction of the normals will be
dened according to the underlying surface. This makes it the ideal method
for objects that deform (character animation). These textures can be easily
identied by their bright blue or bright green color; these are the areas in which
the normals are perpendicular to the surface.
Object: The object’s coordinate system is used to orient the normals. Such
textures emit, for the most part, in all colors of the rainbow.
World: The world coordinate system will be used to orient the normals. This
setting is suitable only for non-animated, static objects. These textures will
also emit in all colors of the rainbow.
NOTE: