It's a simple logic . Normal map represents a pixel normal , a vector (direction) each pixel is facing in comparison to vertex normals (tangent one). So if you see it wrong there is only a few possibilities: a. the direction is wrongly recorded to the texture . Green inverted maybe or color representing standard is wrong…
Jocose: those squares in the rotor blades are 2x2 pixels, with a 1 pixel space in between. Hexagons aren't really possible due to technical limitations.
You probably want to get the difference of the values pixel-by-pixel using ddx, I think. Off the top of my head... for CG/HLSL; float heightmap = your height map value; float3 normal; normal.x = ddx(heightmap); normal.y = ddy(heightmap); normal.z = sqrt(1 - normal.x*normal.x - normal.y * normal.y); // Reconstruct z…
Silkypix doesn't have any lens correction yet. When Lightroom supports the x100, it will remove it, but it's not "quite a bit" it's already been measured by a few websites using grid charts and all the pixel peeper measurements, and it's very slight for a wide angle lens. Lightroom's lens correction features are great. It…
I think there is a value-to-art asset ratio that needs to be considered. Add to that the amount of features you get for free by leveraging the research from tech you can buy and plug-in you can start to see new ways to express uniqueness, creativity and immersion. You sacrifice one aspect, but exchange it for a host of…