![]() ![]() On top of that, the blue channel is typically heavily compressed in linear space which makes it unsuitable for both texture data AND displacement data. There are some people who’ve managed to use the blue channel in the normal map for storing other things, but you should exercise caution when doing this: you have to derive normal Z and append it to the RG values, costing extra instructions, and if you simply append a 1 for blue to save instructions, you may have issues with the resulting normals. So you only really need 0-1 on the blue channel because if a surface faces upside down from the surface, then it should not be seen by the user in the texture at all. The Blue channel is a forward-facing normal where 1 is all the way forward above the surface, 0 is right at the surface, and -1 is on the opposite side of the surface. These channels need to be remapped so -1 is the light glancing to the left, and +1 is light glancing to the right. So if you put a normal map on it the normal map will be displaced and the lighting will be accurate, but without that normal map, no matter how crazy the displaced mesh is, it will still render lighting as a smooth surface.Īs for Normal Maps, the detail in Red and Green channels shifts the lighting on the surface to the left, right, forwards, and backwards along the surface. It has nothing to do with resolution: tessellation all by itself will only displace the mesh, not the normals. In the tutorial I watched ( Unreal Engine 4 - Basic DX11 Tessellation Tutorial - YouTube) the author really made it seem like you could use the alpha channel of any normal map as a height map. Especially if you are using a distance variable multiplier to fade out the tessellation, then of course the level of detail in the mesh would be lower than the map. You can combine it with other grayscale textures if you have any-use the Red/Green/Blue for separate grayscale images, like maybe Roughness/Metallic/Emissive/Masks UE4 might not keep the alpha channel in the normal map though, you’d have to test that. As far as where to put the displacement map, it’s grayscale so it only needs a single channel, that’s why in that tutorial you were looking at they were putting it in the alpha channel. ![]() Most of the time you’re not going to have the tesselation high enough to get the detail that the normal map provides. ![]() The detail level of the tesselation depends on how many times the mesh is subdivided, not just the resolution of the displacement map. ![]()
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