it's essentially blending between the normal map and the geometry normals. not in photoshop though, but in the shader. The idea is to blend by different amounts for every color channel, so red bleeds through the nm bumps more than green and blue. This is supposed to mimic how small-scale subsurface scattering works, but…
fearian> I could disable the red color tint and leave the terminator edge be and you would just have the blended normals feature left. But thing is, blended normals is all about varying the lighting. First of all it is based on the normal map, so depending on what you are faking with your normal map you will get different…
Hey guys, Tried the "Blended normals" shader hack today in Mental Mill. Found info about this from Naughty Dog's Siggraph powerpoint. Works quite alright for the rendering cost if you ask me. Head and textures is from Infinite Realities, as posted on PC News page a week or two back. Here's my results. Gif doesn't do much…
Wow, the results are definitely impressive. Can someone try to match the lighting results between standard normals and blended? So far blended normals seem to make the object seem alot lighter that it would otherwise be, which would make it stand out compared to other normal map objects in my mind...
So I kept at it a bit today with my shader. Spent a few minutes making a basic spec map with gloss. Upped to 2048 maps. The difference between the two images is that the shot on the right has: -Blended normals with Cyan suppress -Red color tint in darker diffuse light spectrum -Light terminator edge pushed back slightly…
This is not something you do in your texture. It was a while since I played with this, but if I'm not mistaking. This is the principle. Picture that you have two states. A) Not using normal map B) Using normal map Now with just traditional normal mapping you just go full out with state B. But blended normal does a mix of…
Nice, I'm sold. Good job. EDIT: Does the lighting model differ anything else besides the Blended Normals? No wrap around half-lambert stuff going on? Differing Ambient lighting?
my lcSkinShader_2.0.cgfx does this same thing - blended normals ala John Hable/Uncharted 2 with cyan suppression. Its all wrapped up in a compact skinShading function - take a look and copy/adapt it if its helpful