How can I blend bump maps together in Maya in Tangent Space Normals? In a regular bump map node network it seems to pipe the outAlpha of the bumpmap texture directly into the bump2d node and the render comes out alright. If I pipe the outAlpha through a BlendColor.color1R the render comes out as a Bump Map instead of a Tangent Space Normal.
Or alternatively is there a way to use a Cg shader in mental ray?
I found the solution for this. In case anyone else comes across this same problem, I used the bump combiner node. Usage instructions here.
Hi All,
This is a question about normal maps in Maya. After modeling a head in Maya I detailed it in ZBrush, created the normal map and applied it in Maya. All looks and works great. the normal maps are applied as tangent space normal.
I now model my blend shapes and I need to blend the normal maps as well (you know, a normal map for a smile is not the same as mouth open, etc…). Now, with bump maps that are applied as bump it is not a problem as I concatenate the bump maps to each other and control the Alpha gain or bump depth, however when a normal map is applied as tangent space normal, bump depth do nothing and alpha gain does nothing. So my question is how do we do that ?
I render with Mental Ray and work on Maya 2009.
Anyone has any idea ?
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