► Texture Projection: Part 3 of 3 — Fixing normal maps on triplanar projection.
This is a follow-up to the video about Triplanar Texture Projection in Unreal materials. Many of you might’ve noticed that that technique doesn’t work well with normal maps. Now I’ll show you how to fix it.
What you’re here for starts at 34:54. But if you want to understand why you should follow those steps, watch at least from 14:15. If you’ve never learned about triplanar projections, either watch the second video of this series or start from 02:01 on this one. I’m not explaining it in details, as on the previous video, but I still did it from scratch here.
00:00 - Mumbling about mic problems
01:19 - Intro
02:01 - Basic triplanar material
10:20 - Testing with normal maps
14:15 - About normals
16:37 - About tangents
24:04 - Normal maps and tangents
31:46 - Theory on fixing triplanar normals
32:33 - World space normals
34:54 - What you’re here for
50:30 - Tangent vs World normal output
55:12 - Outro
Disclaimer: my mic was briefly failing now and then, when I changed things in the material and it recompiled. I believe it’s all still comprehensible. Nonetheless, if you have questions, don’t hesitate to ask them.
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