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				rgoer
								
								
				 
									Posts: 46  | 
			
				 
			I use FF constantly for rapid pixel shader prototyping, and one thing I have found myself wanting is a way to generate a normal map inline in the node network (most often I am splitting the red and green channels of a normal map to be used as the horizontal and vertical directions of an offset node).
 
			I realize that the refraction node could be used similarly and could take greyscale height input and generate a normal map behind the scenes; the reason I prefer to use the offset node is that the offset node allows me to reproduce my FF results in HLSL with 100% accuracy. Also, there are other times that having -1..1 data for the shape of the slope of the height in two different directions would be nice.  | 
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| Posted: August 22, 2007 7:08 pm | ||
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				rgoer
								
								
				 
									Posts: 46  | 
			
				 
			bump because I would still find this quite useful  
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| Posted: June 2, 2008 6:11 pm | ||
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				KGtheway2B
								
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			I got 66% of the way there- if you scroll to the bottom: http://www.filterforge.com/forum/read...0&TID=5030
 
			The post by "sphinx" gets the red and green channel basically perfectly. No such luck on the blue channel though.  | 
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| Posted: June 3, 2008 12:12 am | ||
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				onyXMaster
								
								
				 
									Posts: 350  | 
			
				 
			I'll ask Vlad to take a look here. In short, it's easy to do, but you won't get correct surface-roughness-based antialiasing (which is only available when using Surface filters).				 
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| Posted: June 3, 2008 1:53 am | ||
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