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
if any needs, give me a tweet here: https://twitter.com/sm0luck
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: almost 4 years ago
Updated: about 3 years ago
File Name: EXT_Blend_FixNormalMap_NODE...
Size: 22.5 KB
Oh nice. This is handy
thanks i hope that helps.
Now compatible with Substance Designer (2017.2.2 latest release).
Corrected a bug as well with the FXAA blur in it.
Please wait for the Allegorithmic Team to review it and release the Version 2.