How to combine Normal Maps in MaterialX?

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Hello,
I don't know how to combine two normal maps together in MaterialX, is there any node to do this? I've seen some examples of how to make a mathematical implementation in Blender that could probably be translated into materialX, but I want to make sure if this is the only way to make it work.

Thanks,
Dawid
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mtlx is missing the quaternion and matrix math operations that would make this doable in the usual way. However, you could implement the component-wise scalar multiplications and additions that compose the higher level matrix math.
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I`m also tryiong the blender tutorial on houdini but it seems there is are some probems or i made some mistakes.

My conversion into polar coordinates seems to have a mistake in it as the all the values seem overly saturated

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normal_scale.hiplc (979.6 KB)

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If you are using a triplanar good chance the result will be incorrect due to computing the tangent space in a triplanar world...

In Karma , you could decomposite all your Normal vector 3 into their components XYZ, then doing an addition per component for X Y, combining back to Vector with Zres=Z1. Then normalizing, and divide by 2 at the end.

That should give you a correct result.
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]
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