2 questions :
-do you have a normal map on your model ?
What is the type of material you use ?
(if you can post an image of your graph outputs it would help as well ;-))
2 questions :
-do you have a normal map on your model ?
What is the type of material you use ?
(if you can post an image of your graph outputs it would help as well ;-))
Hey! Sorry for the lack of information!
Yes, I have a normal map, and I'm using the default PBR Metallic Roughness material. Here are some pics of the graph.
If you need more information please ask for it. Thanks for your time!
Yeah, something about that normalmap is odd. You're blending a normal map with white, then making it greyscale and turning that into a normalmap again?
Whatever the intended effect there, when I look at the screenshot I see no normalmap at all, so I would begin by figuring that part out.
Then, if you get your normalmap to work but it's too faint, you can turn up its intensity in the normal node.
well in general I'd start by creating a height channel.. building up height info in black and white.. and at the end of the graph turning it into a normal map by either using the height blend node or the "normal" node.. and don't forget to up the intensity inside the node
Hi Dry0n,
you must only create your normal from something which is a pure Height map (Scenario A), do not use height map from a normal and then reuse it to obtain a normal (Scenario you will lose to much volumes informations :
If you want to remove the alpha in your normal before the export just plug a RGB-A split node before your Output.
Replies
2 questions :
-do you have a normal map on your model ?
What is the type of material you use ?
(if you can post an image of your graph outputs it would help as well ;-))
Hey! Sorry for the lack of information!
Yes, I have a normal map, and I'm using the default PBR Metallic Roughness material. Here are some pics of the graph.
If you need more information please ask for it. Thanks for your time!
Whatever the intended effect there, when I look at the screenshot I see no normalmap at all, so I would begin by figuring that part out.
Then, if you get your normalmap to work but it's too faint, you can turn up its intensity in the normal node.
But the problem is still there, I don't know how to make my tiles look with more relief than the floor.
EDIT:
Ok guys, I got more or less the effect I was looking for, I just blended the grayscale tiles with the same node with blur and I got this:
you must only create your normal from something which is a pure Height map (Scenario A), do not use height map from a normal and then reuse it to obtain a normal (Scenario you will lose to much volumes informations :
If you want to remove the alpha in your normal before the export just plug a RGB-A split node before your Output.