Calculating Normals in the Shader

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This week we have a look at how we can recalculate our Normals in our Shader, for when we're using WPO or Displacement to alter the mesh shape.

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There is a load of tutorials for beginners, this kind of intermediate stuff is hard to come by, especially of such quality and information density. Love it

cosmotect
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The wealth of information within just this one video is amazing. I have been searching for quite some time for an explanation like yours.

stephanbonn
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Wow, yep it was both interesting and very very helpful! Thank you for all the teaching lessons.

sithmaster
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Thank you so much for all your amazing helpful videos!

JGHHTechArt
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Hello I would like to add that instead of using a constant value for the 'small offset' (that can start giving inaccurate results and if you get too close), you can add the UVs to the result of: the direction of the offset (for example r=1, g=0, b=0) *divided by* the function/node 'WorldUnitsInPixel'. That will give you a pixel perfect result 👍

ZlotyChannel
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hah. finally found an answer to calculating normals in the shader and its Tharle. Hello T!

joshgrafton
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Hey man, you know right topics ;) Great video as always, thanks!

rendermanpro
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Hello, is there a way to somehow smooth this DDX and DDY method. Great video

lukay
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I'll try to do this with gerstner waves

Maxparata
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Can you add all these materials in your Gumroad Pack so we can get them?

Roozy_Persepolis