Trying to come up with some solutions for proper normal blending for layering tileable and detail maps in Unreal 4. Did a little write-up >here<, wondering if anyone had a different way, or maybe thought this was incorrect. Definitely not 100% sure how (or where) Unreal recreates the blue channel after the BC5 compression…
Thanks guys! mAlkAv!An, totally agree that the "add" method is not right, pretty much the reason I started doing the comparisons is because I saw people (some at work even) just adding two normal texture samples together. I'll make it clearer that I'm calling this wrong in the write-up. I am curios about methods in which…
That's right, the Normal sampler node automatically performs the math to reconstruct the blue channel, sqrt(saturate(1.0-dot( NormalXY,NormalXY))). I've also done a similar comparison for Unreal and yours look familiar although your 'Unreal Add' version is a bad idea because you should never add the blue channels of 2…