Heya folks,
Is there a way to render out a normal map of a Pyro FX simulation (like billowy smoke) but doing it on the material shader side? Something like taking the surface normal of a pyro shader and feeding it to the cF output? I think I'd need to feed the depth position (dPdz) as well.
I'm trying to see if there's other ways to do this so that I can avoid doing a 6 point lighting rig, which is a bit cumbersome to setup. Thanks.
I'm using 18.5 so hopefully the material shader isn't too different from 19.5. Thanks
How to Render Normal Map from Pyro Simulation (For Games)
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- Jumanji Hugger
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