#Kellar troubles

1 messages · Page 1 of 1 (latest)

digital bay
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You probably want to add displacement/tessellation then,
all I saw in your image is you trying to generate another normal map from your height map and combine it with the original normal map.

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Let's keep it here for now, I won't be around all evening

ionic ibex
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The flat one has normals, etc. Right one has depth but I cant scale it

digital bay
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That's not what normal maps do. You can increase their intensity to get more intense "fake geometry detail", but you can't give them depth.
You could use POM, Nanite tessellation, or BumpOffset to get something approaching "actual" depth.
All of those would take a height map as input.

ionic ibex
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I downloaded a height map

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for the texture

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The height is what adds the ''height'' to the bumps

digital bay
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The POM/ParallaxOcclusionMapping node would go into the UV input on your texture samplers.
BumpOffset as well.
Nanite Tessellation would need to be enabled and then go into the Displacement output in your material attributes.

ionic ibex
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Like its working, I just dont know how to align it

digital bay
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It's not working, since you're just trying to create a normal map out of the height map.
Like I said, you will need to use either POM/BumpOffset/Nanite tessellation to get the effect you're after.

ionic ibex
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I really appreciate your help, but I really dont know what to make of tha

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I gotta go, maybe if u have time later, u could show me. Id pay u for ur time

digital bay
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Left is just with a normal map, right is with POM.

ionic ibex
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yep, but I have that already. I just dont know how to increase reduce the texture. Also I probably set it up badly

digital bay
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In your graph you showed you DON'T have it, you just have a normal map there.

ionic ibex
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The first picture?

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I posted 2

digital bay
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In both

ionic ibex
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This one is the height map

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And its giving me the effect I want

digital bay
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In both you're just using a normal map, if what you're trying to get is actual depth, then that's the wrong approach.
You can increase the normal map intensity (look up the FlattenNormal node), but you won't get depth.

ionic ibex
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Problem is I have to put down 8 panels and then boolean cut out the overflow because I cant resize them and keep the alignment

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And I cant be doing that on the entire map

digital bay
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Okay, so you maybe just want to blend a second normal map on top of it and don't need depth?
That's why I said in the first place to just generate the normal map FROM the height map outside of UE.
Like here for example, and then import as normal map and blend it together like you did. Or with the WA_Blend, if you need to.

https://cpetry.github.io/NormalMap-Online/

ionic ibex
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But I dont think this is gonna work, Im nowhere near your understanding of textures. If you have time some day I could share my screen and its better. Again, Id pay u if u can help me

digital bay
ionic ibex
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yea exactly

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easier if I just show u

digital bay
ionic ibex
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thx for your help anyways 🙂

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See you

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Again, if some day a window pops up and u have time, Id pay u good for a solution