Author Topic: Invert normal intensity in Material Color Blend  (Read 2236 times)

Right now when you add a mesh adaptive filter like Edge Wear or anything you can blend it by Material Color Blend with your material and you can only make a normal intensity for the wear to protrude. But sometimes I want my edge wear mask to be depressed in the normal map. Right now you can invert your mask and blend it with your normal map, but that's just additional clutter. It'd be nice to be able to make your normal details however you want in Material Color Blend node.

Oops, please move to Substance Designer thread :) My bad.
Last Edit: June 28, 2014, 06:57:54 pm