No worries, it's not always easy to understand how they work. Normal maps are the angle a surface is on, so you can work out the normal using the height but the normal doesn't include the height. It's not so much the blur, it's more the gradient. Blurring makes a gradient, but any gradient will do. If you remember from…
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Hi! The thing that is sticking out the most for me, is the noisy reflection of the surface. Looks like the roughness might be too high contrast and low resolution. Keep it up :+1:
-- shouldn't this:x = vert.x/1 - vert.zy = vert.y/1 - vert.z--be actuallyx = vert.x/(1 - vert.z)y = vert.y/(1 - vert.z) as divisions/mul come first in math, but the equation presented is different
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