Hello!
I've got a scanned material of various plaster-like surfaces (multi angle light to normal and height map in substance). And the physical samples the client sent me are quite small, so I have to use random by tile and offset and rotate them to not get repetitions. But I get slight variations in brightness on the tiles. Is this a know issue, or simply a fact that when rotating the normal map and displacemet, the shading self-shadowing might differ ever so slightly?
I'm super certain I've got things setup correctly. bitmap->normal->randomizer->triplanar. Acctually there's a bit more going on that that, but it's not like I'm putting the corona normal map in the wrong place.
I've attach a screenshot of slate. The only wierd thing going on is I'm multiplying on a contrasted version of the height map on the color map to get more AO, just a quickfix that perhaps should've been managed in substance, but you know... time is a scarse resource.
Apart from the slight variation in brighness. I also get mushy seams. BUT that I know is just how things go when the blending the values of the tiles. Something I'd like the developers to consider is having a look at the OSL "Random Bitmap Tiling2" (by Zap Andersson I presume) that comes with max. It also randomizes by tile, but it also has a wiggliness and wiggliness scale that doesn't make linear seams. Either that or more advanced blending of normal and displacement that doesn't average the values, but rather does some greather than-thing or what ever the correct math would be for letting the heighest pixel win.