Normal map black artifacts at grazing angles and how to solve it (half-solved)

Hey everyone.

Mr. Ace Dragon posted a solution for that a while ago. But i found it overcomplicated and giving a little bit a wrong result.
Here’s my simple solution this his scene example.




Take a look at the sphere’s lower right part. AceDragon’s node tree gives some texture clamping. But may be i’m wrong.

Anyway, both of our node trees accept a grayscale bump map as input. You can see, that you multiply that bump by the value of the dot product between normals. But what if we have a normal map as input and don’t have a bump map? How to solve that? One way is to make a bump map out of that normal map for multiplying. But i couldn’t figure that out yet.

Any help will be appreciated!

Attachments

Cycles_Mbump.blend (654 KB)

again this discussion?! Oh well…

https://blenderartists.org/forum/showthread.php?401501-Usefull-node-setups-that-solves-problems-(-Cycles-)&p=3069727&viewfull=1#post3069727

Oh, thank you so much! Couldn’t find your node setup for some reason.