Can anybody tell me why this document says that adding detail normals just requires literally using the add fuction?https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/DetailTexturing/index.html#withthedetailtexturingmaterialfunction …
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To the best of my knowledge, this will just result in some absolutely bonkers looking normals. Is there something going on under the hood that I'm unaware of?pic.twitter.com/ow7lT0WDTR
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W odpowiedzi do @xavierck3d @xck3d
The normal output will always be normalized, so this is actually going to give you the half-way vector. You probably don't want that though because you'll lose intensity of both maps, the blend angle corrected normals node is the best method
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W odpowiedzi do @calvinatorr @xck3d
It's an interesting topic so I'd recommend reading this to see the different methods of blending tangent space normals - https://blog.selfshadow.com/publications/blending-in-detail/ …
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W odpowiedzi do @calvinatorr @xck3d
In self shadow article they talk about the unreal method of adding the two normals which is similar to using the whiteout method (when using RG derivative normal maps) it has a pretty low ALU for an effect this isnt very visibily different to more expensive blends
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It's all about context and target platform - if I was trying to write an optimised water shader where you don't care about the blending that much, then sure yeah add. If I'm working on adding detail normals for a high end console game, then okay I'm going to use a better method
Wydaje się, że ładowanie zajmuje dużo czasu.
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