I'm having trouble adding two normal maps to a leather seat. I'm using the principled shader and each normal map has it's own uv map. When I add the second normal map it adds unwanted distortion.
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If you switch the normal maps does that work? What about specifying the maps in the field on the normal map nodes? I seem to recall that connecting a normal map to the displacement output gives incorrect results. Maybe try adding the two maps together with the vector math node and doing it that way. – Brenticus Jan 04 '18 at 20:56
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You are pluging normal output (3 channels) into greyscale imput (1 channel). Here is solution: https://blender.stackexchange.com/questions/38298/how-to-combine-two-normal-maps, did you try to google it? – Jaroslav Jerryno Novotny Jan 04 '18 at 21:13
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This may not answer your question and I cant even explain what is going on but maybe this can help you.
Since I cant explain this answer I will take it down if I get yelled at or downvoted. lol
This is for using 2 normal maps (or more):
I have never plugged a normal map directly into displacement socket. I don't know if that is causing the problem or not.
I attached the .blend file so you can just append the node tree if you want.
icYou520
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@ icYou520 - Thank you! I tried that already and it didn't work for me. My guess so far is that it's something to do with the principled shader and/or the two different maps. – Dontwalk Jan 04 '18 at 21:39






