I read "https://support.solidangle.com/display/A5AFMUG/Flakes"
I can't understand the output space options on the flakes node.
The following sentense exits.
"When connected to a normal map shader, use tangent as the output space on flakes".
i understood the normal map shader is bump2d node, or arnold normal map node.
but, when the flakes node is connected to the Normal Camera attriute of ai standard surface shader,
The manual wrote the following description.
Flakes shader Coord Space (object) and Output Space (World)
but, when the flakes node is connected to the Normal Camera attriute of ai standard surface shader, that is that flakes node is connected to bump2d node.
The two descriptions differ from each other.
The normal_camera expects world space normals. So if you want to use the tangent option (in the flake shader), you have to run it through the normal_map shader to convert it to world space (using the tangent option in normal_map shader).
I have other question.
You tell that the normal camera attribute expects world space normal.
1. in case of the coat normal of the shader?
2. Why does the flakes node' Coord Space change into object When flakes node connects to the normal camera attribute of the shader or the coat normal attribute of the shader ?
1. The coat_normal works in exactly the same way as the normal_camera, just for a different spec lobe
2. Does it? I've never seen this. I just tried and if I connect a default aiFlakes (pref coords & world space normals), it retains these settings.