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>> No.517182 [View]
File: 651 KB, 1104x958, seams.png [View same] [iqdb] [saucenao] [google]
517182

>>517147
Yeah, I can also see where the UVs are mapped to each rock. The thing is there's so many different kind of rocks with such a simple normal map. How could you get such nicely positioned uv shells to only have to use one, simple normal map for so many rocks? Obviously it's a method I don't know about.

>>517165
This is exactly what I was looking for, thank you!

The only problem I'm running into now is an ugly seam in my tiled, triplanar projection. If I set the shader's normal space to "tangent", my baked normal map works (the baked map is in tangent space). However, the triplanar map is obviously in world space and creates ugly seams at the egde of my uv shells. This can be fixed by setting the normal space to world, but then the baked normal no longer works since it is in tangent space.

I'm trying to figure out how to have both maps work in either world or tangent space. It could be a really simple process, but I just don't have the knowledge or know what to look for in tutorials.

>pic related, a sample mesh with the seam issue

>>517167
>>517168
I'm a novice when it comes to shaders and materials. I would rather follow the example of somebody who is a professional than try to blaze my own path. At least at the moment, that is.

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