Hello!
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The blurred normal map is there to boost the detail in the transition. It allows to keep some of the brick shape in the damaged parts by blending it with the noise normal map. Depending on the situation, it would probably be better to make a good normal map for the transition part (something like a heavily damaged brick instead of a basic tiling noise). Or at least, make a single normal map from the tiling noise and the blurred bricks instead of blending them in the material editor (for memory purpose). The reason I did this here is simply because I was not really satisified with the tiling noise alone but I was too lazy to make a better normal map (and the brick normal was too sharp so I just blurred it in Photoshop).
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The PassThrough nodes are used for organizing the graph and are just there for readability purpose. Since there is no “reroute pins” like in the blueprint editor, I made material functions for each input type and just connect them directly to the ouput. (I don’t know if reroute pins have been added in the material editor since then.)
