Oh man, I just didn't have the "Unpack Normal Map" tickbox ticked for the texture sample node. Ah well, problem's solved now :D
Thanks for the height map tips with the examples, the parallax mapping indeed seems to be what I was looking for. Breaks my brain trying to understand how it works though ...
Search found 3 matches
- Tue May 15, 2018 8:51 am
- Forum: Amplify Shader Editor
- Topic: Help with Normals
- Replies: 4
- Views: 5419
- Mon May 14, 2018 12:52 pm
- Forum: Amplify Shader Editor
- Topic: Help with Normals
- Replies: 4
- Views: 5419
Help with Normals
Hello!
I'm having problems displaying a normal map properly. In the example images the figure on the left is using Unity Standard (Roughness setup) shader while the one on the right is an otherwise empty Amplify editor shader, except I've got just plain white color going into albedo.
comparison ...
I'm having problems displaying a normal map properly. In the example images the figure on the left is using Unity Standard (Roughness setup) shader while the one on the right is an otherwise empty Amplify editor shader, except I've got just plain white color going into albedo.
comparison ...
- Wed Apr 25, 2018 1:17 pm
- Forum: Amplify Shader Editor
- Topic: Depth Fade in VR
- Replies: 1
- Views: 1477
Depth Fade in VR
Hello!
I'm currently trying to utilize depth fade for a VR app and I've ran into the issue of the depth being different for each eye. The depth fade starts at the same point for both eyes. But inside the mesh, where the fading happens, it's different. How would I go about solving this?
Thanks in ...
I'm currently trying to utilize depth fade for a VR app and I've ran into the issue of the depth being different for each eye. The depth fade starts at the same point for both eyes. But inside the mesh, where the fading happens, it's different. How would I go about solving this?
Thanks in ...