And my Master material layer looks like this, based off of the plugins Master Layer - just modified a copy to only texture the masked area (as per photo 1)
My issue is that for some reason the normal pin has no effect on the material and the Normal texture does not work in this context even though it has the option to do so.
Any enlightenment would be grateful, I can provide more deets if this is confusing.
I also made parameters that i can control via the Material Instance and also in the Blend asset
I’m not sure why your modifications aren’t working, but a good thing to check is whether you see the texture if you output it to the Base Color field, as a first debug step.
It’s possible that there is something unexpected with the texture coordinates. When we drape raster overlays on 3D Tilesets (which happens for Cesium World Terrain), the default material applies an offset and scale to the texture coordinates before it samples the raster overlay. So, it’s possible that the UVs being passed are not-as-expected for a typical texture, hence the weird appearance. Doing the initial check that I described would help narrow down that possibility.
Hi @jsimich, what does your Material Layer Blend asset look like? I believe you’ve shared a screenshot of MLI_Substation_Pad, but what about MLB_Bing_ECW? In order for your Normal output to work, that blend will need to pass through the top layer’s Normal property to the Normal property of the output.
In your first screenshot, the MLB isn’t using the Normal at all. So it won’t have any effect, no surprise there.
Your second one is doing a 50% blend between the normal output by your new layer and the one below. That may not really be what you want (you probably have to at least normalize the normal after lerping it like that), but it should at least do “something”. When you say “no avail”, can you be more specific?
So im essentially trying to setup a PBR work flow in the master material, but i am not getting the normal map at all, even though normal texture is plugged in (Master material image, as above). So i think it has to do with the MLB setup, I would have thought that it would be a simple step of connecting the normal from the “Input Top Layer” node to the “set attributes” node Like this:
Hmm I would expect that to work. I’d suggest debugging it by setting known Normal values in the ML and/or MLB, and using the “World Normal” visualizer to check if they’re coming through correctly.