before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below. Yes this is very possible. Try multiplying the normal texture with a vector3, but leave the blue channel as 1. Multiplying the normal map by a 0.5,0.5,1.0 would cut its strength in half. Yes this is very possible. Try multiplying the normal texture with a vector3, but leave the blue channel as 1. Multiplying the normal map by a 0.5,0.5,1.0 would cut its strength in half. Error showing when i attached detailed texture diffuse to the base color of detail material in unreal,same as for normal map DetailTexturing means that you use additional normal/albedo maps that are sampled with higher frequency. Detail textures are quite generic and they have to repeating. Currently you have only single albedo and normal texture so you don’t need detailTexturing node there. Just repeat SeanO’Connor’s method above but instead multiply the texture by values greater than one in the R and G channels. Try something like (1.5,1.5,1) and go from there. You can scale the normal map to get stronger by putting in negative values. Just be aware that it can look a bit funky on some normal maps, so make sure to check the results. I’m not talking about using a vector 3 node. As written in my previous post, I’m using the FlattenNormal node, which uses a vector 1 input. And you can absolutely put negative values in there. For the ‘old’ approach (multiplying the normal with a vector 3) it would be a bad idea to input negative values, although it can be done. With the ‘newer’ approach (using the FlattenNormal node) it sometimes looks bad to input a negative value, but most of the time it works fine. If all you want to do is to change the intensity of normal map than there is no reason to use DetailTexturing. You can go for good old Multiply on a texture: I just can’t understand why you don’t use the FlattenNormal Node. It’s much less messy and costs about the same as the solutions above. I used to use the above solutions (MacinW’s solution doesn’t give an accurate result, but it’s often close enough) but since the FlattenNormal node came along I use that. If I were to use any other way, KalleH’s solution is the cheapest and gives similar results as RI3DVIZ’s and Othelnic12’s solutions. Ⓒ 2004-2016, EPIC GAMES, INC. ALL RIGHTS RESERVED. UNREAL AND ITS LOGO ARE EPIC’S TRADEMARKS OR REGISTERED TRADEMARKS IN THE US AND ELSEWHERE. Source.