Is it possible to render the same camera based normal pass as normalRGB material allows to do in Zbrush? Maybe some trick or workaround?
I see camera mapping for Z axis falloff ( in trial version) , need to have screen X and Y yet . Maybe 3 separate renders ?
In zbrush I need to do "best" mode to have correct normal colors. How it transfers to Keyshot? Is there any trick to do it right?
What if I keep normal and depth passes for Zbrush internal render . Will they match " beauty" one from Keyshot 100%? including hairs subdivision and rendering?