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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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rgoer
Posts: 46
bump because I would still find this quite useful smile:)
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KGtheway2B
KGtheway2B

Posts: 660
Filters: 34
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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onyXMaster
Filter Forge, Inc.
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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