hello,i want to ask about dynamic normal map for facial morph target, for example if i morph the face became angry,the face would show wrinkle on the forehead
im new to UE4 but i want to use this technique for my college work,and im not so familiar with blueprint too… so maybe anybody can explain for me how to make my normal texture work for my morpher, because im realy have no idea how to connect my other normal texture to my morpher
thanks,sorry for my bad english
You basicaly take the morph value and blend the two normal maps based on that value; from the material editor you need the proper material nodes setup, then apply the dynamic value using a material instance on your blueprint.
On Unreal’s youtube Zak explains how to blend two normal maps together, is very simple.
Thanks Bruno Xavier
so,when i morph the face , the normal automatic will show right?? without keyframing one by one.
its so little information about this stuff on the internet
thanks for the explanation, now i understand the general idea,maybe inexperience with the blueprint make me confuse how to start
maybe i start study some videos about blueprint
You need to setup your material with a scalar parameter with a unique name ( lets call it Forehead wrinkle ),then inspect the skeletal mesh and look for your morph target and add a float curve…
You can find all the informations here
woow… nice link Nicolas3d thanks :D,pretty straight answer.
by the way with that technique the wrinkle automatically appear right when we trigger the morph target??
,because i want to make facial animation with faceshift,it will be so much pain if i should make the wrinkle appear manually
by the way,thats mean i have to separate all the wrinkle, each wrinkle become one material??? example forehead blend become one material, cheek become one material, jaw one material, or all of the normal just blend it into one material??, because te link you show me, it just use one blended texture,if i want to use many of normal blend can i just use one material???
Its up to you if you want to create a single material for each wrinkle or a single material, with multiple scalar parameter/texture in it.
My advice would be to create a single material with all the texture you need, then create several Material Instances and expose only the texture you need and you’re done.
okay so it can work with just single material, by the way thanks for the advice nicolas3d its all make sense now 