Hi i’ve ran into an issue that i cannot believe hasn’t popped up before, for me at least. How does the node setup look if you have multiple normal maps?
I have 2 normal maps, one is just scratches and the other a repeating texture. I need to be able to control the strength on both and to feed them into my normal slot of a principled shader.
Im not sure using photoshop to merge them is such a good idea as i want to have more control and have them separate. Any help?
A simple approach is to transform the normal maps into world coordinates with NormalMap nodes, mix both normals with an RGBmixer and normalize the output color with a VectorMath node. Note that this will just output an interpolation from one normal vector to the other.
If you need a more complex approach, you can use this node setup. This one will let you use a base normal map, and add details to it from a secondary normal map, using quaternion rotations. For some setups (like adding scratches to a bumped surface) this will give you better results.
There is another way to do this. All you need is quixel ddo and setup 2 normal maps. THey use different method that needs less computing power and produce similar result.
Out of curiousity… if you were to make something super complex with 4 or 5 normal maps, is this do-able? I assume movie production assets have huge details and multiple maps.