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combine normal map and bump map
Posted: Fri Aug 23, 2019 5:53 am
by lacilaci
Can I somehow combine normal map and bump map in luxcore...
I like using normal maps for bigger bumps and surface uneveness and bump map to give it some high frequency details.. But I cannot do that in luxcore..?
Re: combine normal map and bump map
Posted: Fri Aug 23, 2019 7:10 am
by Dade
lacilaci wrote: Fri Aug 23, 2019 5:53 am
Can I somehow combine normal map and bump map in luxcore...
I like using normal maps for bigger bumps and surface uneveness and bump map to give it some high frequency details.. But I cannot do that in luxcore..?
It should be possible, but I don't know if BlendLuxCore supports the kind of node setup required: you need to multiply or add the bump map by the normal map an plug the output in material bump map input.
Re: combine normal map and bump map
Posted: Fri Aug 23, 2019 7:48 am
by lacilaci
Dade wrote: Fri Aug 23, 2019 7:10 am
lacilaci wrote: Fri Aug 23, 2019 5:53 am
Can I somehow combine normal map and bump map in luxcore...
I like using normal maps for bigger bumps and surface uneveness and bump map to give it some high frequency details.. But I cannot do that in luxcore..?
It should be possible, but I don't know if BlendLuxCore supports the kind of node setup required: you need to multiply or add the bump map by the normal map an plug the output in material bump map input.
ah, yes it appears to work through math node like this:
Re: combine normal map and bump map
Posted: Fri Aug 23, 2019 8:21 am
by provisory
Not sure if it matters, but I rather mix them after both of them are transformed to bump:
Re: combine normal map and bump map
Posted: Fri Aug 23, 2019 8:58 am
by Dade
provisory wrote: Fri Aug 23, 2019 8:21 am
Not sure if it matters, but I rather mix them after both of them are transformed to bump:
Yes, you can mix/add/etc. bump map even before the bump node but normal mapping is a special case because it is an encoding scheme (RGB values encode the X/Y/Z displacement) so normal math operations can disrupt or product odd results on the encoded values.