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Using Normals in Mixed texture atlas

Hi, I am having some issues with using a normals in mixed texture atlas. By default, i was not able to define the texture atlas as normals due to the mixed nature (albedo, normals, roughness, AO). I was however able to define it in a material function as normal but that doesnt seem to have an impact on the outcome.

Using Normals in Normals texture atlas works fine but not for the mixed texture atlas. Has anyone tried this before and managed to resolve it?

Mixed texture atlas alt text Material function to extract and convert. alt text result from mixed texture atlas alt text result from direct plugging in the normals alt text

Product Version: UE 4.20
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asked Sep 15 '18 at 11:07 PM in Rendering

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pickersZ
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You need to convert the result for normals from 0 to 1 range into -1 to 1 range.

On a side note, packing things into atlas like that is in many respects inferior to keeping texture standalone and makes no sense.

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answered Sep 15 '18 at 11:51 PM

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Deathrey
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avatar image pickersZ Sep 16 '18 at 02:19 AM

Thanks Deathrey. The solution worked perfectly.

pseudo : (normals x 2 ) -1;

alt text

The reason that i am doing it was for higher fake image quality. Texture atlas allows multiplication on the image which would make the texture appeared sharper. Whereas a normal unwrap would be blurry at the short distance. The shortcoming that i would see was the complexity of the material and only certain objects would allow such basic texturing. Thanks for the help!

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