In the second Part of this Tutorial, we will tackle Normal Maps. We will talk about coordinate systems and why they affect Normal maps and how to create a system that works even with changing objects. Watch part 1 here: Triplanar Mapping in COPs pt. […]
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Sloppy Unreal 02: Setting Up Raytracing & Generating Normal Maps In Houdini
Part two of working sloppily in Unreal covers setting up raytracing and materials. Also we’ll tackle the generation of normal maps from a grayscale image in Houdini, talk a bit about different approximations for the Fresnel term and finally poke around in Unreal’s console in […]