I have a landscape scene which was generated from a height map I made in World Machine via Zbrush. It works nicely, but I also generated a normal map to overlay on top of the displaced mesh to add more lighting information.
The trouble is, the normal map from World Machine is rendered to a flat plane, so when it’s combined with the lit, displaced mesh in Unreal, I essentially get double lighting.
I could explore World Machine for a solution, but I wonder if there’s a way on the Unreal side. In short, can I tell the landscape to be lit exclusively by the normal map, not by the face normals?
Thanks!