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How to animate bone-driven normal maps?


alexhuerga
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I want to add wrinkles to some body parts of my character. For example when bending the elbow or making face expressions.

The wrinkle map needs to be applied only at certain angle or position, but not all the time. How can i do that? I suppose the map needs to be activated by bone angles position.

I'm using max 2020 and Vray Next.

 

Something like this:

Edited by alexhuerga
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Well without looking at the video, the way I know it would work is with Morpher modifier.

For this, you'll need to create different versions of your object, one with wrinkles other without them.

 

After looking at the video, it is the same principle but with Morpher inside 3D Max. (Blend shape in Maya) What the creator of the video said is beside the blend shapes he used a Normal map to accentuate the wrinkles. You can try the same, create a blend material and wire the blend transition to the blending of the two normal maps.

 

In the Helps doc of 3D Max there are explaining how to wire connections work and how you can sue them to connect deformers and materials properties or shaders.

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