Triplanar Normal map
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- onlu_algo
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- jsmack
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You can't use triplanar mapping with normal maps without some custom implementation. normal maps require tangents, which don't exist when triplanar mapping, so it's not well defined even if you did come up with a custom shader that blended the resulting normals in object space. bump or displacement maps are preferred when using triplanar maps since they don't require any local tangent space to use.
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- vinyvince
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Hi Tomas, hello everyone!
Im a little puzzled here, i thought i might ask you more precision.
Looking at the triplanar mat x shader in karma we have a normal map in. So to my understanding, it looks like each projection actually compute a shading normal from the tangent normal , then blend each projection component.
I see Adam Swaab was using in the sidefx Solaris demo from a while ago, at 3min20: https://www.youtube.com/watch?v=_lscDHkp2Fk [www.youtube.com]
What did i miss please?
- What about using height, baking to uv (if any) , than building normal there? Not as fluid but...
- And will you solve Normal tangent continuity at UV seams?
Im a little puzzled here, i thought i might ask you more precision.
Looking at the triplanar mat x shader in karma we have a normal map in. So to my understanding, it looks like each projection actually compute a shading normal from the tangent normal , then blend each projection component.
I see Adam Swaab was using in the sidefx Solaris demo from a while ago, at 3min20: https://www.youtube.com/watch?v=_lscDHkp2Fk [www.youtube.com]
What did i miss please?
- What about using height, baking to uv (if any) , than building normal there? Not as fluid but...
- And will you solve Normal tangent continuity at UV seams?
Vincent Thomas (VFX and Art since 1998)
Senior Env and Lighting artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Senior Env and Lighting artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
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