Vertex Texture Animation Normals
Hey all, Trying to use vertex animation tool for some particle effects I'm working on and wondering if there's any way to use a baked normal map on a mesh using a vertex animation material. linked pic is an example material just wondering where I would plug in a normal map if its even possible.
Thanks, Emilio 'Pariah' Carrillo
asked Aug 29 '17 at 02:44 PM in Rendering
the real pariah
it depends a bit. You should actually (usually) disable tangent space normals on materials using the vertex animation matfunct.
that is because generally the matfunct. uses world position normals to --per frame-- change the normal map so it still looks fine regardless of the animation/rotation on the mesh caused by the vertex animation. this results in a few oddities though, you cant really properly apply either a world or tangent space normal to the mesh, even when multiplying/adding the additional normal map to the output of the matfunct and normalizing it.
that said, depending on the animation, you can often forfeit the entire normal map input of the matfunct. and just plug in your regular normal map into the "normal" slot. If the mesh is rotating/morphing though this might result in inaccurate normals. but again, depending on the kind of mesh it might not be a problem. you can try to multiply or add the vertex normal texture, or use the "BlendAngleCorrectedNormals" node, but I cant guarantee a proper normal map result.
answered Aug 29 '17 at 03:03 PM
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