|
|
On 7/1/2019 2:10 PM, Alain wrote:
> In the second case, with two normal blocks, both are evaluated and the
> results averaged into a single combined normal.
> This is why, when you use multiple normals to get blurred reflection,
> you need to average multiple whole textures and not only the normals.
I did not realize that. Before a few days ago I assumed multiple normals
in one texture would just throw an error.
Michael
Post a reply to this message
|
|