Hi!
For texture baking, I am trying to set up some simple normal map patterns but triplanar normal maps seem a bit tricky with mantra. The uvtriplanarproject node only outputs color which can't be fed directly into the baseN parameter because it expects a converted normal map from the displace/normal texture node....
Does anyone know how this works?
Thanks
Felix
(Solved) Triplanar Normal Mapping with PrincipledShader
2341 8 0- Fele
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- jsmack
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- Fele
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Fele
thanks jsmack, I tried hooking it up like you said. The normal map works but the triplanar does something strange... but maybe I got it totally wrong...
Oh right, duh. I'm an idiot. You can't just use normal maps with triplanar mapping like that. The normal maps need to be transformed from tangent space, but the tangent space of triplanar maps is different for each planar map. I'm sure you could build a node that did it correctly, but you'd have to figure out the combining. Is this for baking as a tangent normal map, with standard uv's? I'm sure someone has figured this out already, you just need to find the right shader code.
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I found a tutorial by O.Somg where he uses the "displace along normal" Node which looks like its working.
Going to compare the output with the regular normal map and will post my results.
https://youtu.be/6Mmd5r5Ektw [youtu.be]
around 17:20
Going to compare the output with the regular normal map and will post my results.
https://youtu.be/6Mmd5r5Ektw [youtu.be]
around 17:20
- jsmack
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Fele
I found a tutorial by O.Somg where he uses the "displace along normal" Node which looks like its working.
Going to compare the output with the regular normal map and will post my results.
https://youtu.be/6Mmd5r5Ektw [youtu.be]
around 17:20
Yeah, if you've got bump maps instead of normal maps, displace along normal will be much simpler
- Fele
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