#Getting Painted look using Object space normals in UE

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vagrant sierra
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Hey peeps! Trying to do a object space normal to tangent space normal conversion in Unreal 5.3 for a post process material shader. Check This youtube video by Cody Gindy - https://youtu.be/s8N00rjil_4?si=Q4IqyOtQrXhlzaDN

It illustrates the process. I've been able to paint the object space map in substance just fine... but the conversion in UE is killing me. I'm working with Maya, Substance Painter 2020.2 and UE 5.3. I've actually tried a few different things...

I've tried just paint a tangent based stroke map - nope - see comparision image with monkey and teapot. I tried using the space converter and got weird ass artifacts. I even tried converting a math formula (which pretty I'm sure is wrong cuz I suck at math) and got nada...

This can't be this hard... I know I'm just missing something.

In this video, I'll go over a surprisingly simple way to make your 3D renders feel like a painting. I do it by painting over Object Space Normal Maps, which is not as scary as it sounds. This technique allows us to capture the feeling of a 2D painting while maintaining the flexibility of 3D.

I used Blender, Substance Painter, Substance Designe...

β–Ά Play video
fervent pond
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I dont see how this could be done in post-processing. The normals alter the lighting-data but in post processing the light-data is already calculated. Maybe having a master material with a base of tiling paintbrush normals would work better?

nocturne basalt
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I've done smudged normals but I don't know how you could do it in the post processor?

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@vagrant sierra

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I'm pretty sure object space has a specific input for the normals so you can tell unreal to use object space normals.. but also you'd probably want to make sure your normal map texture is offset and biased because it won't do this automatically with anything besides the tangent normal texture mode

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also consier you should be able to conver your smudged normals to tangent space, I guess, I don't see why not.

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But you'l lneed to adjust unreals shadows and other lighting things, I know conatct shadows and shadow bias can change how things look

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also make sure your mesh normals in your 3d software match whatever your imported mesh normals are (triangualtion, etc)

vagrant sierra
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Thx. Smudging the normals is where I’m trying to go. Essentially doing this on a material for the object then applying the post process after. So kind of a combo approach to get a painting style look.

nocturne basalt
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you can bake the world space normals to a object in blender then smude that texture