The normal-mapping tag has no wiki summary.
0
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2answers
90 views
Normal map applied as diffuse textures looks wrong
Diffuse textures works fine, but I am having problem with normal maps, so I thought I'd tried to apply the normal maps as the diffuse map in my fragment shader so I could see everything is OK.
I ...
0
votes
1answer
110 views
Normal maps red in OpenGL?
I am using Assimp to import 3d models, and FreeImage to parse textures.
The problem I am having is that the normal maps are actually red rather than blue when I try to render them as normal diffuse ...
13
votes
1answer
370 views
Normals vs Normal maps
I am using Assimp asset importer (http://assimp.sourceforge.net/lib_html/index.html) to parse 3d models.
So far, I've simply pulled out the normal vectors which are defined for each vertex in my ...
4
votes
5answers
269 views
Why don't we use the whole color depth for normal maps?
All normal maps I've seen are pinkish or bluish. So it seems like only a short color range is used. Why do game developers give away so much precision?
Update: The short answer is, that technically, ...
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0answers
73 views
Normal mapping and translation, lighting not displaying correctly
I got a normal mapping issue. I have a texture and a normal texture on each model loaded via the ASSIMP library.
I am calculating the tangent vectors on each object with the help of the ASSIMP ...
0
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0answers
325 views
Normal mapping for Android and iOS
I'm making a mobile game for Android and iOS on Unity. At the moment I am researching and designing the technical aspects of the game. Since it is not plausible to use highly detailed models for ...
1
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0answers
56 views
Terrain High-Resolution Normal Map Question
I have a quick question regarding something that has been confusing me for a while. How does terrain as seen from a far distance in these videos: http://www.youtube.com/watch?v=uOEYMhqjMUg and ...
2
votes
1answer
152 views
TBN Matrix : Eye vs. World Space Conflict
I am tired of misleading and insufficient articles making me more confused each time I read, I need a clarification that will solve my TBN matrix problem forever.
Each article I read informs me ...
9
votes
4answers
695 views
How does normal mapping really work?
I'm trying to grasp the concept of normal mapping, but I'm confused by a few things. In short, I'm not sure whether a normal map is viewpoint dependent or not (i.e. whether you'll get a different ...
1
vote
1answer
67 views
OSX Based Equivalents for Stacking Normal Maps?
I've been looking for an OSX based alternative to the Windows based xNormal and NVIDIA textures tools for stacking normal maps in photoshop.
Can anyone recommend something, whether it's a standalone ...
1
vote
2answers
175 views
Why are normal maps in tangent space but not in normal space?
I want to implement normal mapping in my little game engine. When getting into normal mapping, I wonder why normal maps are typically in tangent space but not in normal space? That normal maps in ...
5
votes
1answer
677 views
How to do simple bump mapping
I'm trying to do bump mapping, and I'm getting fairly close at achieving my goal. I miss one crucial piece of my puzzle to have bump mapped effect in my scene; I need to transform the normals from my ...
9
votes
1answer
232 views
Deferred decals normal problem
I've been working on a deferred decal system. So far I have finished the projection part, meaning I can click something in the scene and it will properly project a decal onto the surface of the ...
9
votes
2answers
741 views
Blender - baking normal map - weird colors
I have a metal drum mesh, and when I bake its normal map, I get the weird colors (see attached pic). I'm talking about the horizontal gradient shift of color. There's no deformation like that on my ...
1
vote
2answers
160 views
Texturize a shape of multiple triangles in 2D
This is an example of a shape consisting of multiple points, triangles and eventually a shape:
Red Dots = Vector3 (X, Y, Z) or Vector2 (X, Y)
If I have a Texture of a certain size, how do I ...
4
votes
1answer
300 views
Understanding normal maps on terrain
I'm having trouble understanding some of the math behind normal map textures even though I've got it to work using borrowed code, I want to understand it.
I have a terrain based on a heightmap. I'm ...
1
vote
0answers
324 views
Texture artifacts and GLSL bump mapping
I'm working on a 3d terrain. I tried out some existing GLSL implementations for bump mapping using normal maps from a Procedural Infinite 3D Cave Generation tutorial.
The actual code that I used is ...
3
votes
1answer
1k views
Deferred Rendering and Normal Mapping
I'm working on a deferred renderer and need a bit of help getting normal maps working.
What I've been doing with them so far is just multiplying the normal texture with the object normals ...
4
votes
2answers
821 views
XNA 4.0 - Normal mapping shader - strange texture artifacts
I recently started using custom shader. Shader can do diffuse and specular lighting and normal mapping. But normal mapping is causing really ugly artifacts (some sort of pixeling noise) for textures ...
8
votes
2answers
559 views
Why aren't tangent space normal maps completely blue?
Why aren't normal maps just blue? I would think that normal maps should be predominantly blue in color because the Z component of the normal is represented by blue. Normals point out of the surface in ...
3
votes
1answer
351 views
Complex shading using one single (small) texture
Recently I stumbled upon a demo reel in UDK about how one can attain beautiful results using just one (rather tiny) texture that's being sent to the shader pipeline. The famous link is this one.
...
6
votes
3answers
638 views
For normal mapping, why can we not simply add the tangent normal to the surface normal?
I am looking at implementing bump mapping (which in all implementations I have seen is really normal mapping), and so far all I have read says that to do this, we create a matrix to convert from ...
1
vote
0answers
293 views
Normal maps in 3dsMax - OgreMax - how to view associated tangent vectors?
Reading this post I found out that 3dsMax might not use the same tangents when rendering normal mapped objects. In my case, I was using Ogre and OgreMax to analyze results and they were very ...
1
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1answer
508 views
Sampling from Normal Map and Diffuse Map in Pixel Shader
I'm having some issue changing a basic lighting shader to take a normal texture and a diffuse texture for a model and then using the normal texture for lighting.
The code is very simple and i can't ...
3
votes
2answers
285 views
How can I make orange/lemon skin normal map?
What would be the easiest way to make a bump map of the dimples on a citrus fruit such as an orange or lemon in gimp/photoshop without using pictures of it? e.g:
3
votes
0answers
529 views
How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together?
I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy ...
5
votes
4answers
357 views
Where can I find free or buy “next-gen” 3D Assets?
Usually I buy 3D Assets from sites like turbosquid.com or similar.
My problem is that I have lately implemented glow, normal maps, specular (and specular power) maps and reflection maps and I can't ...
1
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2answers
219 views
A little bit confused on how to set normals in this case
I'm learning how to use VBOs and I'm following up on the tutorial at the bottom of this page.
So I went ahead and created a structure Vertex to hold vertex data.(coordinates and normals).
struct ...
3
votes
2answers
567 views
Trying to understand relatively simple normal map antialiasing paper
See this paper: ftp://download.nvidia.com/developer/Papers/Mipmapping_Normal_Maps.pdf
They describe the very simple implementation of an algorithm for antialiasing normal maps.
I don't understand ...