Detail Normals Expanded

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  • čas přidán 6. 09. 2024
  • Detail Normals Expanded
    Detail normals are super powerful and are very common place on most assets. Lets look at how you can expand on them and use them to increase the natural fidelity even further.
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    #adobe #substance #gamedev #detailnormals #shaders #textures
    ► LinkTree linktr.ee/DiNu...

Komentáře • 9

  • @Silen00
    @Silen00 Před 3 lety +1

    Thanks for this, I imagine it could really come in handy when working on some big objects like rocks, pillars etc. that would need the extra detail up close. I've also heard of combining texture sets to have a baked normal map whilst using tiling textures at the same time. Guessing these are the best ways to approach large objects in a scene.

  • @chris_warstat
    @chris_warstat Před 6 měsíci

    So, how would you go about fixing the seams in the detail normals that'll occur at the UV borders?
    Tri-planar projection comes to mind, but I think that becomes problematic, if your mesh is supposed to move?
    Trying to get this effect going on a character.

    • @chris_warstat
      @chris_warstat Před 6 měsíci

      So, to answer my own question, should anybody stumble upon this:
      Take a pre-skinned local normal and a pre-skinned local position node, connect them each to a VertexInterpolator node and then connect these to a WorldAlignedTexture node.
      (into the World Space Normal and WorldPosition inputs)
      Then connect your texture (use a texture OBJECT, NOT a texture SAMPLE) into the TextureObject input. Then take the XY or XYZ Texture output and plug it into whatever channel you need.
      Boom, no texture seams anymore.

  • @Luos_83
    @Luos_83 Před 3 lety +3

    Hmm, if you want I can set up a material function for this that's either controlled trough masks or vert color.

    • @TheDiNustyEmpire
      @TheDiNustyEmpire  Před 3 lety

      Material functions are another way to help simplify the process and make it more friendly in the future. Your more then welcome to. :) poke me on discord if you like. - dinusty

  • @marlo3d288
    @marlo3d288 Před rokem

    really nice video. A gem under normal map tutorials. :)

  • @Dhieen
    @Dhieen Před 2 lety

    So if you have a large mesh like a broken brick wall you use its baked normal map as the main one and you add a detail normal map with a larger tiling ? but its on the same uv set?

  • @qaxt8231
    @qaxt8231 Před dnem

    Instructor is not explaining clearly. It is not easy to understand. He talks fast and ridiculously