Hi,
following a request that came up for Mari (
http://mari.ideascale.com/a/dtd/More-parameters-for-Height-as-Normal/381381-15287)
I want to rewrite Mari's Normal Map Layer ("Height as normal"). Unfortunately I rarely use normal maps in my job so I don't really know what to look out for. It would help if some game artists could list some things they feel they are missing there.
Off the top of my head I would try to add options to lengthen the bevel, flip x and y channel. Possibly some simple presets for different engines like Unreal etc. although someone would need to give me more specifics what I need to look out for apart from the way RGB Channels are assembled.
Thanks.
Jens
Replies
Lengthening the bevel would be a great start!
Presets for different engines... how would you do that? Mari's internal tangent space doesn't match any engines. I convert the normal channel to world space (with tangent to world) and convert it via handplane or other tools. If you can reverse-engineer handplane and integrate the conversion to mari, that would be great. But not super important, imo.