I was testing the tangent brush engine and taking a look of the output in blender.
And I noticed 2 things that are worth noting.
Despite the normal map gradient being smooth visually you need to use the Phong bump-map filter to analyze inconsistencies of your brush stroke. this ends up being troublesome to the point the engine is more of a references of the normal map that a brush that paints normals.
- the stylus is so sensitive that even holding still causes shifts in the normals let alone when doing a stroke.
- The stroke is painted and trying to blend colors is somehow not successful. Sounds weird but it seems to need a dedicated blender to properly work. if there is a way to do this with the tangent engine I would actually love to know it. But for what I saw up until now it kinda sands of the surface instead of doing a curve for the shift of colors your doing so it does not go to far due to a small technicality.
testing:
random normal map
phong filter analysis (you can see here what is happening already)
render result in the 3d world.
So I naturally tried to give it a pass and fix it to see if I could iron it out.
Blending the normal map to try and fix it with the smudge engine.
result for the fix. it is smoother but you can still see the little steps.
my thoughts would be 2 possible solutions:
- to have a filter to like blur the transitions only using normal colors and not RGB calculations.
- a little brush from the tangent engine that you could blend normals with on certain spots. Like a smudge does but in the normal coordinates you have set.