This might be a ridiculous question, but can you plug a Normal map into the Displacement slot of a vraymtl? I mean, obviously you can, but will it work "properly"?
What I've found is that since normal maps have their "base" level at 128,128,255 RGB, and displacement maps have their "base" at 0/ black and not 128/ mid-gray, then the base level of a normal map displaces your object where you expect no displacement to occur. Basically everything but your lowest grooves in the normal map are displaced outwards.
I kind of figured that since normal maps have more information through their color than regular black-and-white bump or displacement maps, that you would theoretically be able to use them likewise in a displacement slot. But it does not seem so, at least without lowering the normal map by -128,-128,-255 (which would destroy the map anyways).
Is this correct or is there another conversion node that I am not aware of?
Thanks,
Matt
What I've found is that since normal maps have their "base" level at 128,128,255 RGB, and displacement maps have their "base" at 0/ black and not 128/ mid-gray, then the base level of a normal map displaces your object where you expect no displacement to occur. Basically everything but your lowest grooves in the normal map are displaced outwards.
I kind of figured that since normal maps have more information through their color than regular black-and-white bump or displacement maps, that you would theoretically be able to use them likewise in a displacement slot. But it does not seem so, at least without lowering the normal map by -128,-128,-255 (which would destroy the map anyways).
Is this correct or is there another conversion node that I am not aware of?
Thanks,
Matt
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