Рет қаралды 14,797
UPDATE: So after making this video, I realised that it's easier to do the vector rotation after the normal map nodes. Then you don't need to convert to and from vector space, and the only change you need to make is to input the Normal output from a texture coordinate node into the dot product and cross products.
And most importantly, you can just control the strength of each map independently, which basically acts like the "Fac".
Here's the node setup:
imgur.com/gallery/e1V67as
ANOTHER UPDATE: It turns out if you rotate the model using the setup in the video or in the link above, you get weird artefacts in the material. This was fixed a long time ago in the addon but I forgot to update here.
The way to fix this is to use the Normal output from a Geometry node instead of the Normal output from the Texture Coordinates node. Simple!
You can check out the demo for PBR Painter 2.0 here:
• Video
And the tutorial series here:
• (OUTDATED) PBR Painter...
You can get PBR Painter at Blender Market:
blendermarket.com/products/pb...