Hey guys! Wondering what techniques everyone has been using for blending two normal maps together- and if anyone out there prefers using both normal and height maps over blending normals. Basically, I know there are a variety of different ways you can blend normals together, some more arbitrary than others. This blog here…
I use the RNM method, either by the program I wrote for it, but usually using Vincent Callebaut's Photoshop plugin; http://vincentcallebaut.com/CombineNormal.html Derivative normal maps get very simply blended by adding them together... but I don't think they're widely used, I wouldn't worry about those too much.
Awesome- this is exactly what I was looking for malkavian! Gonna compare the material to the math on the blog for my own purposes but it looks like it checks out! :) Excited
Seems to work out. The one caveat with the RMN method I found (discussed by Stephen Hill in the comments of his blog) is that if you are working with 8-bit normals, you need to scale the detail map by (-0.5,-0.5,0.5) before running the math as opposed to (-1,-1,1). I tried this and it looks more accurate to his preview on…
Regarding unreal engine you can easily translate the code to material nodes. I've done this for UE3 and it should work for UE4 just the same. http://www.abload.de/img/blendnormals_rnm019yu1w.png http://oliverm-h.blogspot.de/2014/01/ue3udk-mixing-normal-maps.html