this post was submitted on 01 Jun 2023
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Creative
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Yeah and since it's basically a grayscale image with identical RGB values, the normal map ends up representing some weird surface with the normals being on a single line between (0,0,0) and (1,1,1). I guess the bump node finds the slope of the grayscale instead.
I think in Eevee the Displacement node does the same thing behind the scenes, so having both displacement and Bump + Normal Map deriving from the same height data will probably double the effect.
Yes. This was in cycles with adaptive subdivision on the model though so the displacement was actually displacing the geometry and the normal map was for adding a little more pop without displacing the geometry more than I wanted
Nice, I work mainly in Eevee for game assets so I have to add the geometry manually. I wish they added more real-time rendering features from game engines (like parallax mapping), would make previewing much easier. The new realtime compositor is almost good enough for protyping post-process shaders in blender but they still don't support render passes unfortunately.