Too sharp and detailed normal map
Copy link to clipboard
Copied
Atomic/default Normal node makes great normal maps, sharp and per pixel precise for closeups but produces a bit of shimmering effect when light to surface angle is sharp . Sobel math node dosn't but it makes super blurry results for something like asphalt grains or anything with tiny details creating visually 3 times bigger asphalt grains than atomic Normal node for example.
Does anyone know a proper solution for this : special normal map blur , filter or what math it should be to adress this issew ? Something not as blurry as Sobel for smal 2-3 pixels details? Our engine cant use TAA.
I tried to mix default and sobel node 60/40 but result looks even worse?
Copy link to clipboard
Copied
Hello,
Do you have control over the mipmaps for the normal map in your engine? You may adjust the filtering applied to mipmaps, or even create your own mips. That would provide control over how the map looks from a distance.

