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0
votes
1answer
32 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
141 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
369 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 ...
8
votes
1answer
151 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
315 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
votes
2answers
176 views

bump map from color map (RGB) generation?

Is there a library like PIL (Python Imaging Library) which takes a RGB image (pixel data) and generates a bump map image? If not, how can I do that? I know the results might not be very good. I know ...
1
vote
2answers
130 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 ...
3
votes
1answer
235 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
291 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
744 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
645 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 ...
7
votes
1answer
445 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
277 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. ...
5
votes
3answers
526 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
268 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
vote
1answer
380 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 ...
2
votes
2answers
229 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:
5
votes
4answers
345 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
vote
2answers
210 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
535 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 ...