just to chime in on this as well: it's a totally interesting idea, but every time you expose all those variables and tweak them externally, you are just moving memory cost to the shader databases. you might save some texture memory but it'll be eaten up somewhere else, and then on top of that you have a massively expensive…
Anyone experience this error; and know how to solve ?Error: (Mayatomr.Geometry) : unnamed object is not a mesh, ignored // There is a thread on this forum to which I found related to this problem, the solution is vague.
same problem - the resulting normals will be in the space defined by the mesh uvs/tangents- not the space defined by the unique normal map. pior is right - a more sensitively constructed low poly will solve this.