2
$\begingroup$

I'm trying to convert ag normal maps (alpha is red channel, green is green channel, blue channel derived from a and g through some formula) to standard normal map (tangent space). Nvidia's Windows Texture Viewer gives this formula "Normal map AG [dR = sA; dG = sG; dB = sqrt (1.0 - dRdR - dGdG); dA = 255]", but I'm more artistically declined than math or programming and failed to recreate this with shader nodes. thanks in advance. this plane should look like the plane on the right

$\endgroup$
0

1 Answer 1

1
$\begingroup$

This tree reproduces the function you describe:

enter image description here

It could be made smaller, but I hope this is more self-explanatory. Note that this is Non-Color data, set in the input image.

$\endgroup$
1
  • $\begingroup$ I'm not gonna pretend I understand this, but it's so cool what you can do with nodes :). $\endgroup$ Mar 27, 2020 at 20:44

Not the answer you're looking for? Browse other questions tagged .