Hi guys,
I'm trying to blend in some objects in a terrain mesh, and i'm using the worldspace normal of said mesh as a texture, which I'm mapping in worldspace as well. Looking from the +Z and + X angles everything seems ok-ish, but on the negative side it all becomes black. Whereas I plug in the world space normal node (not the texture, but the actual vertex normal world node), it shows the mesh how it should. But if I plug in the texture in my emissive, it looks correct, and exactly the same as when i plug in the vertex normal world node in the emissive. Can someone explain to me why this happens, and what I could do to fix this?
thanks!
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Replies
I just made a screenshot /hw render of the version with the vertex world normal applied to emissive. I'm using vp2.0 in Maya 2016 (SP6). The node setup: