would be cool to have a multiplier for the texture in a VrayNormalMap.. this would also make it more of a direct replacement for the max standard Normal_Bump texture.
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multiplier for VrayNormalMap
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in general we are usually combining a normal map with a higher frequency bump map (similar to the way the Normal_Bump autodesk texture is set up). although the main bump multiplier in the material allows global control over the whole bump, a multiplier on the VrayNormalMap texture would give more explicit control over this specific part of the bump.
as for texture mapping the multiplier: in theory max's built-in composite texture already allows for combining\masking normal textures in more complex scenarios, so this probably isn't necessary. currently we've been using this as a workaround for the multiplier part as well, but the composite texture is definitely slower and more complicated to work with in cases where all you want to do is reduce or increase the normal component.
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