Ya I saw the Rotate About Axis node but unfortunately I'm not currently skilled enough to figure it out. There were doubts as well on the other post. I know I've heard of some a games using a world space normal maps and they are then converted to tangent space in the shader.
https://polycount.com ...
Search found 3 matches
- Fri Mar 01, 2019 5:18 pm
- Forum: General Discussion
- Topic: height to normal, or rotating tangent space normal maps
- Replies: 5
- Views: 58749
- Tue Feb 26, 2019 7:37 pm
- Forum: General Discussion
- Topic: height to normal, or rotating tangent space normal maps
- Replies: 5
- Views: 58749
Re: height to normal, or rotating tangent space normal maps
ah... ok i think i see the flaw in my logic the uvs are being rotated not the texture map itself. so the texture map will always render the same. I was thinking I was rotating a height map and it would be recalculated in 2d space
I found "solutions" to normal map rotations but not sure if they ...
I found "solutions" to normal map rotations but not sure if they ...
- Wed Feb 13, 2019 6:08 pm
- Forum: General Discussion
- Topic: height to normal, or rotating tangent space normal maps
- Replies: 5
- Views: 58749
height to normal, or rotating tangent space normal maps
Hi, I'm working on a project with really simple decals. They are just flat planes mapped to textures. We have tangent space normal maps that are created for them. We are using uv rotation rather than local object rotation, ( not my call), and the normal maps don't update. I've seen some normal map ...