MCGER

MCGER

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Methods for Merging Multiple Normals in Blender

How to merge two normal maps in Blender
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This method combines both the wrinkled bump effect and the material texture bump details, aiming to maximize the resource savings of the texture. Seamless textures that can be tiled in all directions (for texture details) do not need to be very large in pixels; a single pattern is sufficient, while the wrinkled bump should be a large-sized bump. After connecting to the material node, it can ensure the clearest state. The specific node connection method is shown in the image below.

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The corresponding nodes are explained from left to right as follows:

Control Texture Repeat Node#

These two nodes will automatically connect to downstream nodes using the shortcut key ctrl+t.

Normal A#

Typically the wrinkled normal of the object, with a large texture pixel size, so it does not need to be repeated; just this one.

Normal B#

Typically the texture details of the object, such as the texture of a sweater or leather, which can be tiled seamlessly and scaled.
Therefore, the normal provided here should be able to be tiled seamlessly in all directions.

Texture Blend#

A node that blends the two normals together, with the blend mode set to: Soft Light, as shown in the red box position in the image.

Normal Map#

Finally, connect the upstream blended node to this, and output it to the normal node of the Principled BSDF material node.

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