Edge from Normal Map by Jens Kafitz |
The Edge from Normal Map Adjustment Layer will detect curvature & edges from layers below the adjustment, such
as a tangent space normal map.
It will not detect curvature or edges from your model, use Polysurface Curvature for that instead.
Pixelation/Tesselation Due to MARI & OpenGL limitations Edge from Normal Map does not average the values between individual pixels at the moment.This results in a tesselated/pixelated look. It is recommended to flatten the node (by using channel/flatten, layer/merge or layer/clone & merge) and apply a Gaussian Blur to filter the mask. |
Determines the threshold on the curvature. Curvature is evaluated as absolute values meaning there is no difference
between concave and convex curvature being made.
Determines the minimum difference of the normal between neighboring pixels that will cause an edge to be evaluated
A multiplier on mask.
Inverts the result of the mask - black becomes white and white versa.
Hard Edged Mode will clip any greyscale values giving you a 2-value mask - pure black & pure white.
Attenuate by Ambient Occlusion will multiply your Curvature and Intensity Sliders by Mari's Ambient Occlusion.
You will most likely have to adjust the Intensity to compensate.
Generate Ambient Occlusion 'Attenuate by Ambient Occlusion' relies on Maris pre-generated occlusion to work. Generate Object Occlusion via the OBJECTS Menu first. |
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