Is there a way i can control the density of the normal map inside the material editor? i dont want to switch back and forth between Photoshop and UE4. any help would be highly appreciated.
I'm guessing you mean the strength of the normal map? If so there's a few shaders in the starter content that have this control. I don't have access at the moment so unfortunately I can't point you to a specific one. However its easy to find
If you need to control the strength of a normal map, multiply your normal map with a Vector Parameter (X, Y, 1, 1). X and Y control your intensity, values lower than 1 will decrease it, and values over 1 will increase it.
Then just create Material Instance of the material and since it's a Parameter value you can tweak and see the results instantly.
Is there a way i can control the density of the normal map inside the material editor? i dont want to switch back and forth between Photoshop and UE4. any help would be highly appreciated.
What I do a lot in UE4, is to create a dynamic instantiated shader for my basic environment materials.
Basically, something like this :
It gives me 3 parameters to modify in-editor with real time results.
I take the Texture Coordinate node, divide its channels Red and Green to be able to modify them independently, then I append them back together.
As said before, to change the "strength" of a normal map, just multiply it by a Vector3 parameter: 1,1,1. If the two first "1,1" are lower, the normal map is flatter, if it's higher than 1 the normal is stronger (and may show artifacts).
It's quite easily done, in this master material I made for plantpots, I wanted variable normal strength on the detail map (along with other things I can change)
Although it's for the detail map only you can do it for any normal.
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Then just create Material Instance of the material and since it's a Parameter value you can tweak and see the results instantly.
http://youtu.be/sIMmDVLqh1s?t=11m59s
You can attach this node to all texture maps, BTW.
What I do a lot in UE4, is to create a dynamic instantiated shader for my basic environment materials.
Basically, something like this :
It gives me 3 parameters to modify in-editor with real time results.
I take the Texture Coordinate node, divide its channels Red and Green to be able to modify them independently, then I append them back together.
As said before, to change the "strength" of a normal map, just multiply it by a Vector3 parameter: 1,1,1. If the two first "1,1" are lower, the normal map is flatter, if it's higher than 1 the normal is stronger (and may show artifacts).
Although it's for the detail map only you can do it for any normal.