Hey. No, because of some technical issues. Doing this with vertex normals requires sampling the neighbour or near by vertex normals, which is only possible using a vertex normal texture, which breaks the purpose of the whole thing. There is a way of doing this without a need for a vertex normal texture, by using screen…
Added convex / concave separation, and its working on both normal map and vertex normals. Example with beveled edges (vertex normals): Example with a normal map input: And an example with some noise texture break-up and convex only edges:
I added a feature to make random offsets on the world aligned grunge map, so the tiling isn't obvious. This isn't exposed, because the inputs it takes are grabbed from the mesh. For now, I thought random vertex colors could be used on the different elements as input for the offsets, plus actor position. Even one channel of…
Hello @Obscura thanks for taking the time to create and share these. Really appreciated. I purchased your normal map Material Function and I'd also like to purchase the vertex version. Have you had time to finish it? Eagerly looking forward to it. Thanks in advance
Nice try :'D Alright, due to the big interest from people, I think it would be better to upload to vertex normal and the normal map one separately so people who are fine with using it with normal maps don't have to wait. I'll do this today after work, so check back in like a day.
Hi @Breezy . It was stated in this thread on the last page that the vertex normal version cannot be made as good as the normal map one simply because of technical limitations. This means that convex and concave could not be separated, and controlling it would not be easy, and it would also give inconsistent results so I…
I don't have any tangent map normals on my geo edges since I use face weighted normals so I need the vertex one. I use it in my master material with a static switch to turn it off and on different material instances. I use it as a mask which I layer blend scratched steel material function over but sometimes the mask leaves…