Issue with Fresnel + Normal Map

Node-based Shader Editor

Issue with Fresnel + Normal Map

Postby Noors » Thu Nov 15, 2018 5:00 pm

Hi,
I'm not sure what possibly went wrong with this fairly simple setup :
AS_FresnelTrouble.JPG
AS_FresnelTrouble.JPG (74.31 KiB) Viewed 1482 times

The normal map does absolutely nothing tho the preview seems to show it ok.
I use the last version me thinks (1.5.9)
Thanks !
Noors
 
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Re: Issue with Fresnel + Normal Map

Postby Amplify_Borba » Fri Nov 16, 2018 12:12 pm

Hello, thank you for getting in touch and for your support!

We've ran some tests on our side and have confirmed that there's indeed an issue with the Fresnel node, so we'll be tackling it as soon as possible, apologies for the inconvenience.

We'll get back in touch as soon as we have any developments!
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Re: Issue with Fresnel + Normal Map

Postby jake_from_bend » Wed Nov 21, 2018 1:41 am

Hi Noors,
I'm not on the same version of Amplify as you, but I believe the fresnel node expects a world-space normal map as input, which might be why it isn't working for you.

As far as i can tell, ASE doesn't include a tangent-to-worldspace conversion node, so I created my own function to do that. Here's what that graph looks like:
TangentToWorld.JPG
TangentToWorld.JPG (187.04 KiB) Viewed 1459 times

Hope this helps.
-Jake
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Re: Issue with Fresnel + Normal Map

Postby Amplify_Borba » Wed Nov 21, 2018 2:59 pm

We've just released a new build in which we've fixed the issue with the 'Fresnel' node's Tangent Normal vectors on Surface shaders, feel free to download the latest version through our website.

Regarding converting tangent to world space, we do offer the Transform Direction node which does that type conversion:

Image

The wiki node page still needs to be updated though, since we've added this sometime after introducing the node.

Hope this helps!
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Re: Issue with Fresnel + Normal Map

Postby Noors » Fri Nov 30, 2018 9:16 am

Thanks a lot !
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