Is there any way to convert the output you get from the DistanceToNearestSurface node into something that can be used for normals? I’m trying to simulate a soft surface that indents when objects intersect with it.
If it makes a difference, the object will already have a normal map that I was planning to blend with the dynamic distance field normal map to get the desired result.
So far I’ve tried making it into a height map first, but as far as I can figure there’s no way to convert a grayscale image to a heightmap within a material, since TextureObject has no input pin.
I’ve also tried saving the grayscale out to a virtual texture, but I can’t use that virtual texture as a source for a TextureObject node and all the outputs of a virtual texture sample are the same unusable v3 ones.
Is what I’m attempting even possible?