Zorn Posted September 29, 2018 Share Posted September 29, 2018 Hi all. I am new to houdini. If any one has the time I would really appreacheate some help duplicating the RGB Mask part of this video. I need to figure out a way to do trilinier displacement on the object level not on the shader level. if any one has any sugestions as to where I can look or can point me in the right direction i would be very greatfull. Thank you for the help. ~Zorn Quote Link to comment Share on other sites More sharing options...
Zorn Posted September 29, 2018 Author Share Posted September 29, 2018 I think this will get me what I need. Might any one be up for helping me convert this to VEX? // UDN blend // Triplanar uvs float2 uvX = i.worldPos.zy; // x facing plane float2 uvY = i.worldPos.xz; // y facing plane float2 uvZ = i.worldPos.xy; // z facing plane // Tangent space normal maps half3 tnormalX = UnpackNormal(tex2D(_BumpMap, uvX)); half3 tnormalY = UnpackNormal(tex2D(_BumpMap, uvY)); half3 tnormalZ = UnpackNormal(tex2D(_BumpMap, uvZ)); // Swizzle world normals into tangent space and apply UDN blend. // These should get normalized, but it's very a minor visual // difference to skip it until after the blend. tnormalX = half3(tnormalX.xy + i.worldNormal.zy, i.worldNormal.x); tnormalY = half3(tnormalY.xy + i.worldNormal.xz, i.worldNormal.y); tnormalZ = half3(tnormalZ.xy + i.worldNormal.xy, i.worldNormal.z); // Swizzle tangent normals to match world orientation and triblend half3 worldNormal = normalize( tnormalX.zyx * blend.x + tnormalY.xzy * blend.y + tnormalZ.xyz * blend.z ); Quote Link to comment Share on other sites More sharing options...
Zorn Posted September 29, 2018 Author Share Posted September 29, 2018 https://medium.com/@bgolus/normal-mapping-for-a-triplanar-shader-10bf39dca05a Quote Link to comment Share on other sites More sharing options...
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