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Smart Materials using BOTH Height(Displacement) and Normal texture maps


Shift Studio
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3D Coat can now convert normal maps into height information. I would like to use both height and normal maps in smart materials 'Depth'.

When I add a new layer however in order to add the second map, the upper layer's Depth overrides the lower's Depth channel.

I want to blend the info to get large and small details

How can this be done? 

Thanks in advance!

-- Shift Studio.

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Looks like I asked this before >> 

There are some solutions/work-arounds in there.

But ... now that 3D coat can accept normal maps and convert to grayscale height, what's the best practice?

Still experimenting ... I would like to just have two layers and feed in the two different texture maps in Smart Material Editor.

Thoughts anyone?

-- Shift Studio.

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On 10/2/2022 at 6:58 AM, Carlosan said:

You need to copy noise layer settings and paste into Mask Opacity noise settings
image.png

image.png

 

Thanks Carlosan, That's an interesting idea and I'll see how that works.

I'm wondering - would that be 'additive' blending of the two textures' depths? ... I guess it would.

Thanks again. I'll report back how that works for me.

-- Shift Studio.

 

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