Trying to understand PixelNormalWS and its relation to UV0?
In all the setups I have tried to hide the seams of a sphere, I always ended up seeing the seams from the UV0 channel. I tried doing the following -Hiding the seams using vertex paint to lerp between two different mapped normal textures on different UV coordinates -Applying a world aligned texture
They disappear only when I use world aligned normal.
What does this Material Function do to fix this? I can't figure it out.
asked Oct 26 '18 at 09:23 AM in Rendering
This is actually not an issue with what is happening with the world aligned, and more of a normals issue. What I mean - If you take your World Aligned Texture and assign that to just your base color or emissive (no normals yet), you will see that there aren't actually seams being created.
The seams you are seeing come from the normals themselves. The understanding of how light interacts with the surface is determined by the normal through the 3 color channels. Depending on the position and direction of the UV compared to the world space position, these values will have to be adjusted. Just like how you get a seem with the World Aligned Texture in the normal slot, the World Aligned Normal will be broken in the base color slot. Use both to create for a material with world aligned color and normals.
answered Oct 26 '18 at 06:36 PMEvan.Doody (suspended)
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