How might I go about generating a normal map from a lighting profile(light map)? I saw "Sprite Lamp" however, if possible, if there is some sort of math I can do myself to convert a lighting profile to a normal map, how might I go about doing that? Or convert multiple lighting profiles to one normal map, how would I do that?

I don't have $35 to shell out currently, so I'd like to generate the normal maps myself. If you don't know what Sprite Lamp is, check out this link: http://steamcommunity.com/sharedfiles/filedetails/?id=193335844

  • \$\begingroup\$ Take the normal mapping equation, apply basic algebra... \$\endgroup\$ – MickLH Apr 3 '14 at 21:23
  • \$\begingroup\$ Yup. Although, the problem is doing what sprite lamp did and combine lighting profiles into a single normal map. \$\endgroup\$ – FatalSleep Apr 3 '14 at 21:27
  • \$\begingroup\$ If you apply the algebra, you will see that you do not have enough information to solve this from only a single angle. You need to build a system of equations from multiple instances of the normal shading formula to remove all degrees of freedom. \$\endgroup\$ – MickLH Apr 3 '14 at 21:31
  • \$\begingroup\$ Here's a hint, I put this into Mathematica and it basically gave me the answer back: Solve[{ (nx * -lx1 + ny * -ly1 + nz*-lz1 )*color == pix1, (nx * -lx2 + ny * -ly2 + nz*-lz2 )*color == pix2, nx^2 + ny^2 + nz^2 == 1}, {nx, ny, nz}] It's not even close to perfect, but neither is your data, good luck! \$\endgroup\$ – MickLH Apr 3 '14 at 21:46
  • \$\begingroup\$ What is wrong with my data...? I provided enough information... \$\endgroup\$ – FatalSleep Apr 4 '14 at 0:19

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