Multi-Angle to Normal
In: Material Filters/Scan Processing
This node constructs a Normalmap out of a set of photographs/scans made under different lighting conditions. It allows for a much more accurate Normalmap conversion than when trying to extract Normals from one single albedo image.
It is more complicated than Multi-Angle to Albedo, as it requires you to use set, precise lighting angles for your inputs. Every sample's lighting angle should be spaced evenly and samples need to be input in sequence. So for three samples, lighting angles should be taken at: 0, 120, 240 - or any uniform offset of that (such as 90, 210, 330).
- Input 1-8: Color Input
- Normal Format: DirectX, OpenGL
Switches between different Normalmap formats (inverts the green channel).
- Samples Amount: 2 - 8
Sets amount of samples (inputs) to process.
- Intensity: 0.0 - 1.0
Sets Normalmap intensity.
- First Sample Light Angle: 0.0 - 360.0
Sets the lighting angle direction of the first input.
- Next Sample Light Angle: Counterclockwise, Clockwise
Sets towards which direction the lighting in the next sample moves.
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