hello, I have 3 normal maps that I want to bend into a single map using a specified % for each map Normal maps A, B, C w float(.2,.3,.5) BlendedNormal = normalize( float3( A.xy*w.x + B.xy*w.y + C.xy*w.z , A.z*B.z*C.z ) This this correct ?
There's no such thing as "correct" here. It's whatever looks good to you. However if you want to replicate the so called "whiteout" style normal blend, the z components need to be lerped toward 1 based on their blend weight. Something like this: (A.z * w.x - w.x + 1.0) * (B.z * w.y - w.y + 1.0) * (C.z * w.z - w.z + 1.0)