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File: https://drive.google.com/file/d/1RFVXni_Clj5TYH5lkj8hXbAvwPWN6zbl/view?usp=sharing

Very basic problem I have. I want to use procedural noise to create a normal map. But I get normal values where it should be unaffected. The only normal data we should see is from the procedural pattern.enter image description hereenter image description hereenter image description here

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  • $\begingroup$ Your link is private. You need to make your blend file public so we can access it. $\endgroup$
    – Blunder
    Commented Oct 1, 2021 at 12:22
  • $\begingroup$ I think the Color Space of the baked normal map is not correct. But not sure because I don't know how you baked it. $\endgroup$
    – Blunder
    Commented Oct 1, 2021 at 12:24
  • $\begingroup$ it's no longer private $\endgroup$ Commented Oct 1, 2021 at 18:39
  • $\begingroup$ i.sstatic.net/caBlM.jpg <= You can bake it if you select the UV Map BakeWrangler-Eyes & plug the input for the Bump node into a Displacement node. But the Scale slot works kinda different & the result is always a "ring" in the center of the eye in the baked normal map. So I've added these 3 math nodes to smooth it out. i.sstatic.net/vYDsJ.jpg <= The baked normal map looks good but if you use it then the result still looks different. I don't know why. The calculated normals (output of the Normal Map node) are different. Check it with the NodeWrangler add-on. $\endgroup$
    – Blunder
    Commented Oct 2, 2021 at 19:50
  • $\begingroup$ @Blunder what scale? And are you basically saying that using displacement and then baking a low poly to high poly would work better? Not sure how to use displacement to create a normal map otherwise. $\endgroup$ Commented Oct 2, 2021 at 19:56

1 Answer 1

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Thanks Blunder.

enter image description here

Basically, use displacement instead of normal. Disconnect the normal input of the Principled BSDF.

  1. Create a displacement node.
  2. Plug your black and white bump mask into height of displacement node.
  3. Plug displacement output into material output displacement.
  4. Set displacement scale value to .001
  5. Optional: Make a black and white gradient using color ramp, multiply its output with your mask.
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