Huge update. Now it works perfectly. Cavity map from normal maps + Normal map from Height maps. Tweeked for cycles. http://blenderartists.org/forum/showthread.php?393277-PBR-Specular-shader-in-blenders-
Interesting idea and I think it will be useful in a number of situations. However, I don't think those who are relatively new to Blender will figure out how to use it. It took me a few minutes to understand what you were doing and how to use it.
I suggest that you add some simple written instructions that include unpacking the textures, what the textures are for, creating a new cube, unwrapping it, and setting up your example textures to display properly on the new cube. After that, I think everyone will be able to enjoy your efforts.
BTW, is there a reason you used red, blue and yellow on your bump textures instead of black, white, and gray?
This is not mean to create Bump textures but Normal textures, they are two different things. While Bump maps use gray scale values, Normal maps use RGB values, that's why he used those colors.
I'm struggling to understand the applications of which this can be used. A further detailed explanation in easy to understand terms on how this can be used in a workflow and how to do so will help immensely.
You can paint height information and at the same time get id map, normal maps. Same kind of workflow you can find in quixel painter/substance painter. In this video im using 8bit height info so its not looking that good. You can use 16 bit to have smooth results. I might update this blend for a lot better version.
Fantastic work. A question about the license: if I use this addon to create textures for a video game, do I need to attribute the author?
BEAUTIFUL! I will make a tut on this to clarify for everyone about this node. Blender Foundation should Integrate this node setup within. An essential setup for painters and texture artists. Beautiful! Thanks a ton!
So this is pretty cool but im not sure with what color values I should paint. Currently I have my texture starting at 0.5 greyscale and use > 0.5 to add height and < 0.5 to add depth.
Is there some doc to go trough?
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Yet again thanks for sharing :)