you could take it a step further by copying the data transfer modifier and copy the normals to the object with the help of a weight map. cool tutorial indeed though
Thanks, I found that unless you are using very uniform material and extreme closeups you can't really see the normals seams. Data transfer modifiers would probably be more useful on things like hard surface models with metallic shaders.
Dude you sound just like the actress from Inventing Ana xD. However, this was an amazing tutorial! Thanks!
Thank you it helped me a lot! One issue i have is the texture stretching on the object and i don't know how to avoid this. Cheers!
Hey, do you know how to improve it so it blend the normal between the mesh and the plane without using data transfer modifier (so with geometry node)?
Nice one, thank you!
I hoped it will help someone
you could take it a step further by copying the data transfer modifier and copy the normals to the object with the help of a weight map. cool tutorial indeed though
Thanks, I found that unless you are using very uniform material and extreme closeups you can't really see the normals seams. Data transfer modifiers would probably be more useful on things like hard surface models with metallic shaders.
Any idea how to fix the stretching on the vertical parts of the object?
This doesn't work if the object you have has complex UV maps.
correct, the ground object has to pretty much be flat and use object coordinates, but the other objects can be as complex and uv as you want
The fastest way to do this is to use the Blendit add-on. One click'n'go.
if you stopped talking, your video would be 13 seconds long
that's not true at all