What it does ? Simply Blend Cage/Averaged and No Cage/Flat based on UV Shell map. With this trick, you will have no Skewed deformation in your Normal Maps.

Connect two normalmap (One Averaged and One not Averaged) OR (Cage and no Cage) and a UV map through an SVG (as Uniform color) to get correct Normals at UV Seams. Based on the tutorial of IEZZI LEONARDO. Huge thanks to him for is indirect contribution ;^D
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Attributes:
Edge Width and Edge roundness control to change the blend map mask.

Preview switch to control only the normalmap or the blend map.

Blur Blend mask to soften the transition between the twice normalmap input.

Additional GreyScale input mask to preserve some area, especially useful on Cylinders.

Uploaded: over 1 year ago
Updated: 8 months ago
Version: 2
File Name: EXT_Blend_FixNormalMap_NODE...
Size: 22.5 KB

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DISCUSS
over 1 year ago

Oh nice. This is handy


over 1 year ago

thanks i hope that helps.


9 months ago

Now compatible with Substance Designer (2017.2.2 latest release).
Corrected a bug as well with the FXAA blur in it.


9 months ago

Please wait for the Allegorithmic Team to review it and release the Version 2.
Stay tune.