ShaderMap Version 3.x
Normal Editor: Layer Profiles
Each layer type, excluding the Base layer, can have a Layer Profile applied to it. Profiles are used to modify the layer pixels. To add a profile, select the layer in the Layer Control and press the 'P' button located at the bottom of the Layer Panel. Optionally you can double click on the right side of the layer to open its Layer Profile dialog box.

Each layer profile is made of a number of items which define the final surface. Profile items can be blended together where there are multiple items. Every profile has the default page which allows the user to modify the blend mode, opacity, and intenisty of the layer. The Shape layer has additional controls to toggle line or solid as well as modify the line width, if applicable.




The Rasterized Normal profile has only one item. It allows the user to toggle inversion of all XY components of the normals.




The Displacement and Shape layers each share two items in their profiles. The first is Surface. The Surface profile item allows the user to shape the displacement of the layer from the outside edges to the inside of each layer using a curve. The curve can have both linear and curved knots added to it. Knot types can be changed by right clicking a knot on the curve control. Blending options are available to mix the Surface displacement pixels with the original displacement pixels of the layer.




The second shared profile item is Pattern. Patterns are displacement images loaded into the profile. They should be tileable for best results. Scale and offset can be set and blending modes are availble to mix the patterns with the above profile items.


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