Hi. I am building a material blueprint for a building with brick walls and windows.
So far I’ve been able to mask things efficiently. Using a black and white mask texture for the metallic and specular and a oneminus sample for the roughness.
I understand this is necessary because Black (0,0,0) is 0 and White (255,255,255) is 1.
When I try the same method with the normalmap, everything seems to work except, after applying this change the normals do not appear to function correctly.
The brick normals are perfect. But the windows are all wrong. I don’t think Black means the same thing for a normal as it does for these other parameters.
So what color should I make it to effectively remove the normal from the windows? Is there a better way to do this?