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Height amp and normals for smart material


pickers
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HI

Normal maps are commonly stored as regular RGB images where the RGB components correspond to the X, Y, and Z coordinates, respectively, of the surface normal.

So you cant use normals maps with any mesh. The colors in a normal map represent the normals at each point coordinates of the mesh.

Work best when tiled across 3D models that have a uniform direction in tangent space, like terrains or walls. On these models the UVs are not rotated; they are all facing roughly in the same direction.

To get seamless lighting, rotated UVs require specific gradients in the normal map, which can only be created properly by baking a 3D model.

If you need to create widgets try adding one map by layer (creating new layer).

* Example attached

 

BrickTest.3dcpack

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