hello,
I have 3 normal maps that I want to bend into a single map using a specified % for each map
Normal maps A, B, C
w float(.2,.3,.5)
BlendedNormal = normalize( float3( A.xyw.x + B.xyw.y + C.xyw.z , A.zB.z*C.z )
This this correct ?
hello,
I have 3 normal maps that I want to bend into a single map using a specified % for each map
Normal maps A, B, C
w float(.2,.3,.5)
BlendedNormal = normalize( float3( A.xyw.x + B.xyw.y + C.xyw.z , A.zB.z*C.z )
This this correct ?
There’s no such thing as “correct” here. It’s whatever looks good to you. However if you want to replicate the so called “whiteout” style normal blend, the z components need to be lerped toward 1 based on their blend weight.
Something like this:
(A.z * w.x - w.x + 1.0) * (B.z * w.y - w.y + 1.0) * (C.z * w.z - w.z + 1.0)
I see ok let me go try this, thanks again for the reply