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 | ||
rgoer
Posts: 46 |
bump because I would still find this quite useful
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Posted: June 2, 2008 6:11 pm | ||
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 | ||
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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