MaterialX Normal Map Utilities

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While working with MetaHumans in Solaris, I realized I needed a node to blend normal maps with micro-normal details. So I created a few simple nodes to handle normal maps in MaterialX.

Mtlx Combine Normals
https://www.orbolt.com/asset/FaitelsTech::mtlx_combine_normals::1.0
Combines two normal maps into one using a whiteout-style blend algorithm.



MtlX Flip Normals
https://www.orbolt.com/asset/FaitelsTech::mtlx_flip_normals::1.0
Converts normal maps between DirectX and OpenGL conventions by flipping the green (Y) channel.



MtlX Normals Intensity
https://www.orbolt.com/asset/FaitelsTech::mtlx_normals_intensity::1.0
Adjusts the strength of a normal map by scaling the X/Y components.



MtlX Rotate Normals
https://www.orbolt.com/asset/FaitelsTech::mtlx_rotate_normals::1.0
Performs an axis-angle rotation of the sampled normal vectors (not the texture pattern).
Rotates a normal map's vectors around the tangent Z axis.



The attached zip file contains Indie HDAs; a full commercial license will be available after review on Orbolt.
Edited by FaitelTech - yesterday 18:48:50

Attachments:
Combine_Normals_0.jpg (358.9 KB)
Combine_Normals_1.jpg (383.8 KB)
DirectX_Input.jpg (401.6 KB)
MtlX_Flip_Normals.jpg (390.6 KB)
Normals_intensity_0.jpg (190.5 KB)
Normals_intensity_1.jpg (399.1 KB)
Rotate_Normals_0.jpg (383.2 KB)
Rotate_Normals_180.jpg (375.2 KB)
MaterialX_Normal_Maps_utilities.zip (49.1 KB)

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