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Texturing a Toon Environment in Eevee: Height vs. Normal Map

Blender Asked by DocBadwrench on December 6, 2020

I’m working on a cel-shaded-esque environment in eevee. One of those environs where you plop down a 2d billboard to stand in for a person/creature. Anyway, I have a bunch of textures that are more suited for game-engine use (as they lack that realism that is sort of Blender-default). Those textures have fewer of the other textures I’m used to with PBR’s.

I have a Diffuse map, a Height map and a Normal map. However, my experience so far is that Height maps seldom accompany Normal maps (at least in the many tuts I’ve followed and pages I’ve read).

Is this a use-one-or-the-other situation or should I be hooking the alpha of this thing into another of the grey plugs? I am pretty used to the basics of PBR’s, but haven’t really reasoned through the Why of some node setups. And not with regard to these non-realistic materials.

More Follow-Up

After further research, I am pretty sure that this Height map is meant to be used for the Displacement effect (to add height).

Here are the textures:
My simple textures

Here is a look at my nodes:
enter image description here

My hope is to use the appropriate map to create a smooth shape to my cobble. I’m clearly doing something wrong.

More Detail: I understand that EEVEE doesn’t support the Bump & Displace setting. So I know I can’t just easily do that via nodes. In another thread I found, it was recommended that I use Subdivision (which I have) and Displace, but in this case, with a repeating texture, I’m not sure that’s doable.

Thanks for your attention.

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