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Realtime Global Illumination WIP

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I think a lot of times we just make normal maps that are exaggerated in order to show the edges more prominently, without actually thinking about just how extreme the angles are, but when you add in reflections and GI it shows how extreme they are. Here's a comparison before and after I toned down one normal map (after is on top):


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Yes. I had the normal maps scaled way down while testing. This is what it looks like without scaling. I think this is due to just having a bad normal map. One of the axes is flipped, so the tile edge appears to face the wrong direction, and the chips inside the tile are way too deep, giving the whole thing a very rough appearance:


More testing is required, but in this case I think the problem lies with the texture itself.

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