Is there anyway to render the geometry node’s normals so that they map the whole direction of the geometry. Currently the normals map to the up direction from the middle up instead of from the bottom to top. I.e. middle is black and goes blue at the top, instead of black at bottom half blue in middle and blue at top. Essentially I would want geometry normals to work like tangent space normals if the camera looks from the top of the model.
Are you sure they don’t already map that way? I can’t use Blender on this computer but I’m fairly sure since normals go from -1 to 1, if you plug them straight into a color socket any negative value in the vector will be clipped to 0. If that’s the case all you need to do is use a mapping node to remap it to 0-1 (EG add 1 and multiply by 0.5, although I don’t remember the order of operations on the mapping node offhand so you might need to multiply by 0.5 and add 0.5).
Yes, I just wanted to render the normals of the object. Nothing more.
I just wanted to bake hair unto a tangent space normal map to use in games. I know you can transfer the normal vectors to camera space with nodes, but I had no need for that in my current project.
If anyone knows of a better way to bake hair normals, then I’m all ears.
You can read all about my problem in my first post. A problem that Captain Oblivion has solved. Thank you for your interest though.