#How to correctly apply normal strength
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When I apply normal strength and high up the float value shadows became stronger for pixel that are far from the light. I would like that the normal strenght increases shadows only based on the normal tex and the light position
NormalStrength = 1
NormalStrength = 100
here we see the pixels on bottom left of the wall near the light that goes to black
shadergraph
i can work both on shadergraph and code. I miss the maths and geometry to achieve the result
Is the normal texture properly imported as a normal map ?
I'm not 100% sure, but maybe the middle value is not interpreted as 0, and applying a very high normal strength "tilts" the surface
I'm never sure if the "flat" normal value should be rgb 127, 127, 255 or 128, 128, 255 (I think the later) maybe you have the wrong one in the normal map
I have the same problem without the notmal tex
And if you force (0,0) as input of the normal strength ?
same result with all values of strength and input = (0,0,1)
oh. but even with the default value of "bumb" (null texture) gives the problem
You could :
- try to increase the compression quality
- Force the sampled value to (0,0,1) when the normal is close to it
force the sampled value by shader or I can do it on the texture?
oh, I have to do it on shader if i want to use high value of strenght without problems!
I suspect that it might be like this since ... years, not limited to shadergraph.
Neutral value is not interpreted properly
yes 🙂
Could be as easy as : if (normal.z > 0.99) normal = (0,0,1)
Why did you do this ????
Yes, but with the "Type" set to "Normal", the sample operation also automatically remaps the value to the [-1, 1] range
How i can achieve this?