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height to normal, or rotating tangent space normal maps

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height to normal, or rotating tangent space normal maps

Postby Turchik » Wed Feb 13, 2019 6:08 pm

Hi, I'm working on a project with really simple decals. They are just flat planes mapped to textures. We have tangent space normal maps that are created for them. We are using uv rotation rather than local object rotation, ( not my call), and the normal maps don't update. I've seen some normal map update "solutions" but generally on teh same thread i see people saying they don't work I've attempted a few but couldn't get it to work.

For our simple project it would seem to make sense to instead use a height map rotate that and convert it to normal after rotation. The provided Normal Create function seems to be what I want to use but I'm not sure how to pass/convert the data to it in sampler 2d form, or if i could use a different data type to achieve the same thing.

Thank You,
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Re: height to normal, or rotating tangent space normal maps

Postby Amplify_Borba » Fri Feb 15, 2019 11:50 am

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

Rather than modify the NormalCreate Shader Function, I'd recommend that you copy its contents and either create a new function, or adapt them to your shader.

I believe that you could try to use Texture Samples set as Reference to the Heightmap sampler with custom UVs in this situation:


It would turn out into something like this:


Please let me know if this helps.
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