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You bend the normals away from the centre while retaining their length. You still have to watch your image gamma.Ĭlipping is not a problem any more here and even strong strengthening should not create any problems. We can then transform this value in a way that retains its range (for example via a gamma-node) and re-apply
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Per the formulae above, you get the angle in a range from 0 to 1 this way: Do not use it on anything where steep angles are already in the map.īe careful here to make sure you work in linear image coordinates without any gamma correction. For normal maps that are far too weak because they were created from a very smooth surface, this method might work fine. Basically, this stretches the normal in the x and y directions. The problem with this is that you can clip colors and that you end up with a normal map that is technically wrong because the normals will be longer than 1.
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to strengthen the map would be to, for example, subtract 0.1 from the red and green channels and then multiply the red and green channels by a factor of 1/(1 - 2*0.1) = 1.25. You might notice that it's not immediately trivial to make it stronger or weaker, the standard transformations (saturation, contrast, brightness) on their own will not do what you want.
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Values for both directions, with alpha being the angle away from the surface normal. Basically, the blue value isĪnd the red and green are the corresponding First of all, to understand how the normal directions are mapped to colours, see this excellent answer in gamedev.sa.
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