Hi,
I could use a map that outputs the level of subdivision under the pixel, blended like a kind of "vertex map".
I could use to divide the bump of large details and multiply the small ones as as the adaptive su dive works quite badass but is so messing with normal maps in tangent space, since the geometry normal is displaced.
I could use a map that outputs the level of subdivision under the pixel, blended like a kind of "vertex map".
I could use to divide the bump of large details and multiply the small ones as as the adaptive su dive works quite badass but is so messing with normal maps in tangent space, since the geometry normal is displaced.
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