No Intensity Slider for Normal Maps in 3Delight?

Jay VersluisJay Versluis Posts: 254
edited September 2016 in Daz Studio Discussion

If I add a Normal Map to an object for a 3Delight surface, there doesn't appear to be an Intensity Slider - like there is on many other parameters. Is there a way to create one somehow? I've been looking into the Shader Mixer, but can't seem to find the right brick (if that is indeed the way to add a slider).

Or does 3Delight not support this feature?

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Post edited by Jay Versluis on

Comments

  • jestmartjestmart Posts: 4,449

    A normal map is intended to give the object a very specific look therefore contain both direction and intensity information so no need for a dial.

  • Jay VersluisJay Versluis Posts: 254
    edited September 2016

    Makes sense - however, when I setup an Iray material, there IS an intensity slider. And it's nice to have that feature.

    So I guess my question is: is there a way to create such a slider for 3Delight, or is the feature not supported?

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    Post edited by Jay Versluis on
  • jestmartjestmart Posts: 4,449

    I don't play around with shader mixer so I can't tell how but I need to clear up a point from my first post.  If a map exist I always use it full on 1, at other settings it has been my experience that it just doesn't look right and sometimes it looks down right hideous.

  • SzarkSzark Posts: 10,634

    I think it was designed for Mesh Baked Normal Maps meaning the normal was derived for a high poly, highly detailed mesh and baked on to the low res mesh. That type of normal map doesn't need an Intensity Slider. I dare say it could be possible via the shader mixer but I just don't go there these days of 3DL stuff. Some Normal maps that come with some store product are made from converting Bump maps and they don't always give the appropriate results so I am glad Iray has the Intensity function. In 3DL for still images I would rather use displacement over normals as 3DL has a neat trick of micro subdivision at render time so we get fine clean displacement and it looks so much better than normal maps. Iray doesn't have that ability hence why Normal maps are flooding in with products.

  • mjc1016mjc1016 Posts: 15,001
    Szark said:

     3DL has a neat trick of micro subdivision at render time so we get fine clean displacement and it looks so much better than normal maps. Iray doesn't have that ability hence why Normal maps are flooding in with products.

    And that means it actually moves the mesh...so it will create realistic (for the displacement) shadows.

    And for the Default and onmifreaker lines, no it's not really possible to add an intensity slider in without having access to the shader source code.

  • Oso3DOso3D Posts: 15,042

    I've run into this, yes... but as indicated, displacement works SO MUCH BETTER in 3DL, it's preferable in nearly every case to use displacement rather than normals.

    Whereas, in Iray, displacement places such demands on mesh density in nearly every case you'd better use normals.

     

  • Oh thanks guys, that's really helpful! I'll do some tests then, normals vs bumps vs displacements. Let's see which one's the winner :-)

  • jestmartjestmart Posts: 4,449

    Normal and bump maps are similar in that they only create the illusion if depth, displacement maps are intended to actually deform the mesh in 3D.  Displacement map will often have less minute detail and rely on a bump or normal map for the finer detail.  Personal observation, Iray just seems to work faster with normal maps than bump maps.

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