Cycles render – Using the Normal Blue channel for top side effects

Software:
Blender 2.8 | Cycles Render

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The shading normal‘s Z component can be easily used as a ready-to-use procedural mask for ‘covering effects’ like dust, snow, and if baked, also as a base for particle effects like debris and vegetation.

This simple shading flow example the shading normal‘s Z component, that represents how much the surface is facing upwards is separated , mixed (multiplied) with a noise textured and than fed into a ColorRamp Converter node for fine tuning the resulting mask:

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This is the full shading flow of the snow effect in the image above:

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UE4 – Bump Map

Software:
Unreal Engine 4.21

To use a ‘Bump Texture’ in UE4, or in more geeky terms, derive Normal data from a supplied height map, use the NormalFromHeightMap Node.

Notes:

  1. The height map textured is supplied via Texture Object node and not Texture Sample, and is connected to the NormalFromHeightMap‘s Height Map input.
  2. A numeric vale is connected to the NormalFromHeightMap‘s Normal Map Intensity input to control the intensity of the resulting Normals/Bump.
  3. UV coordinates for the bump map should be connected to the Coordinates input of the NormalFromHeightMap node.

bump