Please add a tint colour or slider box to normals panel.
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Tia Biscuit
Hi there, sorry if this is a noob suggestion. And has been discussed and thought about a lot already.
Question: In both pbr and old-method textures could we please have a colour tint option in the normal panel. Laying over a "normal-ish-blue"** tint of our own could be a way we can adjust normals strength in world. I have no idea if this will work from a programming/viewer/world point of view. But sometimes instead of adjusting the normal itself I just open it in krita and make a layer over it and set some opacity on that layer and fill it with a "normal-ish-blue" colour, this lowers the normal effect without having to rebake it. So if we have a tint option in the normals like we do for spec... it might work? and be very helpful?
IF this does workout, perhaps limit it to only a "normal-ish-blue" range for choice so people don't go putting red over it for instance.
I think it could really help folks who are using different windlights with products from different creators to balance out the depth of items in the scenes they create. How that needs to work from a dev point I obviously have no idea, but it could be helpful if possible?
**range of the blues that a normal map uses
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Kristy Aurelia
glTF specification does have a
scale
parameter for normals that can increase/reduce normal map strength.Spidey Linden
tracked
Issue tracked. We have no estimate when it may be implemented. Please see future updates here.
Kore Jardberg
It's not a bad idea. I'm not sure why you're talking about windlights here though. The tint used on other maps acts as multiplicative factor: it mostly allows to reduces the gain of each color channel separately. For example if you have a picture showing some green, adding a pure red tint will make it black because green and red are orthogonal components (their multiplication produces 0). I agree that this could be useful to add a gain factor to the normal map because it would allow to control the general impression of depth induced by the map, using a simple control instead of having to upload a new map.
Vincent Nacon
"Tinting" the normal texture with color is not a common thing in the game industry. More likely that when adjusting it, they do it by individual channel with overall strength. If you were to tint it like we do for diffuse texture, it will only cause an offset of those values, not by strength.
Tia Biscuit
Vincent Nacon what ever magic they can do so we can adjust the bump or height or angle (insert correct terminology here please) I would love it! I been told my tinting normals is a naughty thing to do. But it works! hahaha Thank you Vincent <3
Kore Jardberg
Vincent Nacon Using a tint on a diffuse texture doesn't offset anything, it acts as a multiplicative factor on each color channel. What the OP is suggesting, with their own words, is to add a gain control over the normal map. It's not a bad idea per se, and it's mathematically sound, whether it is "common" or not in the game industry. The blue channel is general depth axis, so if you modulate it, you could amplify/reduce the depth of the normal map. If you use the other channels, red & green, then you can also act on the other axes. I think the typical use case for what the OP suggests is if you're not the creator of the map and wants some general control over it.
Logan Elf
From a UI perspective, I think a numeric "Strength factor" would be better for modulating the amount of bumpiness than a tinter.
Tia Biscuit
Logan Elf Yush I realise now this isn't the way to do it. I just hope they can add something to adjust it. I'm just wishing that end users can adjust items in their scene so the normals look similar (different creators make different styles/depths)will arrive. Hopefully a strength factor slider or input will arriveIt'sarrives some day. Its not essential I guess. Thank you!