Questions tagged [normal-mapping]
A technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons.
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Comparison of SDFs with Normal Map Rendering for 2D Sprites
Prior note: I very drastically edited this question after understanding that SDFs and normal map rendering "do not solve the same problem." (Thank you, @DMGregory.) However, the question's ...
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What is the correct way to set up the Unity URP Pipeline to allow for Normal Mapped lighting to work with Isometric Sprite Tilesets?
I'm attempting to build an isometric RPG in Unity. I'm trying to get this to layer correctly, and to work with Unity's 2D normal mapping and lighting system. So far I have:
Used the Isometric Z-as-Y ...
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Why does Radiosity Normal Mapping use 3 directional components and not 5?
I have read the HL2 Paper and Presentation for Radiosity Normal Mapping.
I am currently trying to implement it myself. I already managed to generate a single radiosity lightmap by drawing a hemicube ...
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How do I find the gradient of a noise value which has been re-evaluated on a curve
I have a function Evaluate(), which is used to remap a noise value based on a curve/spline to make the noise more interesting. There are 3 inputs: the noise value ...
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Surface normal vs tangent space
I am having a hard time being convinced why calculating the tangent space the way most textbooks do is the best thing to do? Why shouldn't we just simply use the edges of our triangle as Tangent and ...
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How to use Texture2DArray with Normal map and Normal Unpack node in Shader Graph
I am extracting Normal Map from Texture2DArray in shader graph and then converting it to normal using ...
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PBR GLSL shader incorrect lighting. Half being shaded
I have been following the tutorial at LearnopenGL to implement physically based rendering into my Vulkan game engine, and have gotten the following incorrect lighting results:
The light is overhead, ...
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Specular reflections shine at the wrong angle when using a normal map
I'm using Unity with URP and I'm trying to include a normal map in my shader graph.
Here is a basic graph that just display a normal map, with properties to control tiling and smoothness.
When I ...
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How can I access the normal map value in Unity?
I'm simulating laser scanners in Unity with Raycasts, and I've got some "bumpy" items I'd like to scan.
I had tried generating the actual geometry for these objects, but there are tons of ...
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How is a normal map applied to a triangle mesh?
I'm working on writing my own parser/renderer for the obj file type, and right now I have it working so that I can draw the model correctly and use the ...
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Apply Secondary Normal Map to Standard Shader by Script
I have a material with an existing normal map. I added a secondary normal map to represent damage via script. I assign to the appropriate texture property ...
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What's wrong with my normal map implementation?
I'm trying to write my own 3D engine from scratch in C, and right now it can render spheres, but I wasn't able to perfectly implement norl maps.
All of the resources I've found online about normal ...
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Unity normal maps look wrong (URP, iOS)
We're building an AR-enabled app with Vuforia and Unity 2019.3, using the Universal Render Pipeline.
Trouble is, on iOS our models that have normal maps in their materials look totally bad, as you ...
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Substance Painter: Jagged edges when painting normals
I am painting normals on a normal layer using the Textures tab to make bumps and crevices. But the effect is so jagged. How can I fix this?
INB: Texture Set is already on 4K so it's not a quality ...
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How to calculate normal from normal map in world space? (OpenGL)
I'm trying to do normal mapping in a deferred renderer and I'm stuck on how to implement normal maps. I have a bool that passes whether or not to use a normal mapped value and thus, whether to ...
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ToonRamp Shader + Normal Maps: How to keep strict lighting bands?
I'm trying to achieve a shading similar to the one on this image:
Image 1: https://i.stack.imgur.com/iB5nH.jpg
To get something similar to this I wrote a toon ramp shader (similar to the one in the ...
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How to write a shader that only uses a bump map without a normal map
So I understand that for best results one uses a height (or bump) map and a normal map together.
And I also understand that one can calculate a normal map from a height map using some sobel operator.
...
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How do i update opengl lightning equation in my fragment shader to make my texture less glossy and more like a fabric
I built a model in blender, and am currently trying to import it into my android app using assimp together with opengl, i dont have any issues with the importing but my goal is to make the object look ...
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Unity: Change the type of a Texture2D to "Normal map" through script
I am making procedural terrains through c# script, and while I achieve to produce a texture, a heightmap and a normalmap to Texture2D, it seems they are not being ...
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Baking details to a low poly model asset - used on enviroment or “world” geometry?
Usually for the game objects a high poly model is prepared, to then transfer the details onto a low poly model, so that it can be rendered in realtime.
Is this workflow always used, with any object?
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TBN matrix for normal and parallax mapping
I'd like to refer to this question because I didn't completely answer to my problem.
I've implemented normal and parallax mapping but because of some assumptions I have to use two different TBN ...
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Normal doesn't appeared on shadow/dark area in Mobile Shader
Let's look at this picture:
You can see the red rectangles, those are shaded by normalmap.
Here, is the same model with different light angle, there's no normal shading in dark area.
It only ...
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Tangent space normal mapping visual problem along UV islands (using Vulkan)
I'm learning Vulkan and computer graphics. First time implementing normal mapping.
I've been struggling with this for days now and I can't seem to find the problem - so that's the question. What is ...
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Normalmap texture in Unity from SP disorted a lot
As title said, normalmap made from Substance Painter in Unity disorted. Here is the picture:
I made red rectangles to see more cleary. You can see that the some of line of normal were disorted ...
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opengl bump mapping (normal mapping) problem with VBO and GLSL
hi i am beginner i am trying to implement bump mapping with vbo and glsl.
My question is: did i make bump mapping ? if i did why these edges didnt disappear ?
high and low meshes (i used low meshes ...
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Spine and 2D Unity Weird Light Issue
While using spine in unity 2D with a spot light, the light from the spot light will shine on the character if he's facing right but only when the light is in front (in the Z direction) of the ...
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Correct normal map for rotated sprites
I am trying to find the best way to correctly do normal mapping in a 2D batched sprite renderer.
For each sprite sheet (aka texture atlas) I render all sprites as a textured quads with a single <...
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Why is a baked normal map more efficient to render than additional physical detail?
I was just contemplating about why I improve performance by baking additional details into the object rather than just rendering the more detailed model. How does the GPU get to take a shortcut to ...
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How can I make a beveled edge with bump mapping?
I say bump mapping for lack of a better term, but that may not be what I need. I'm trying to make my corners of various objects look bevelled as opposed to square:
I can't just create a physical ...
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Per pixel normal mapping resulting in static on normals starting on Z axis
For the past week I've been trying to implement bump mapping in DirectX 11 using the Frank Luna's '3D Game Programming with DirectX 11' book. I got it working until I tried to add a flat 2D plane ...
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How do you compute the tangent space vectors with normals given in the mesh?
Suppose you are given a mesh with normals for each vertex. These normals might not correspond to the face normals, as the artist could have tweaked them. In this case, how would you go about computing ...
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Normal map causing abrupt change in shading across UV islands
As you can see in the image above, there is a big change in shading past the uv island on the end. i have no idea what caused this, but I can reproduce my steps as best i can.
Model high poly in ...
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Issue with tangents/bitangents generation for normal maps
I'm generating tangents and bitangents for a normal mapping effect and while using the same method as several tutorials, I get tangents that are not very continuous.
Here, we can see on the sphere ...
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Simulated 3D hit point from surface normal
Here is an illustration describing what I'm trying to do...
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Using normal maps to output world-space normals
Im using deffered shading and here is my g-pass Vertex shader code:
...
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Simplst possible TBN-Matrix giving weird results
I'm implementing normal mapping and was trying different techniques of doing that. All seemed not to give me a correct result (e.g. the normals point in weird directions). To find the problem, I broke ...
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How does Mikktspace work for calculating the tangent space during normal mapping?
Increasingly the 3D industry is adopting the standard of Mikktspace for calculating tangent space for normal mapping and other effects which rely on accurate and consistent calculation of tangent ...
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How can I detect handedness of normal maps in a shader?
I've implemented normal maps into my game renderer using the formulas by Christian Schuler.
It works OK with most normal maps but some not so much since in some the Y component (green) is reversed. ...
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How to create a normal map for my dice texture?
I have this simple dice texture and would like to create a normal map for it where the black dots are are dents and the edges are trimmed(like on a actual dice)
I'm using unity5. I need a explanation ...
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Is it possible (and practical) to dynamically create normal maps from graphics in Pixi.js?
I am building a tile game using Pixi.js. The game features dynamically-generated terrain and a day/night cycle. I'd like to use a normal map to give the sense of sloping hills or mountains.
Luckily ...
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Custom Terrain Shader Normal Map Issue?
I've been developing a custom terrain shader in Unity. And I've been having problems with my normal maps.
Even after hours of fiddling I still haven't fixed it yet.
There are 2 noticeable issues:
1. ...
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Normal matrix space has to be eye space?
I'm doing lighting in world space (not in eye space), so I set the normal matrix as follows:
...
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Weird warping with per-vertex normals
I've had this little problem for a while now, where for some reason my calculations for per-vertex normals results in a weird distortion or warping, skewing my lighting, shading, and reflection passes....
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Create a normal map using a script? Unity
I don't have a software that can create normal maps from an image so I usually make a grayscale image and then let unity make the normal map from that image. But I can't save the image to use for ...
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Export normal map from unity?
In unity I can create a normal map out of a black and white image (By changing the type to normal map and select create from grayscale) Im wondering if there is a way to export the normal map like it ...
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Normal Mapping a Cubemap
I posted a question on Stackoverflow and it was suggested that it would be better asked here.
I have a sphere. It was created via the icosphere method outlined here: http://blog.andreaskahler.com/2009/...
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Proper normal vector transformations in normal mapping
Hello!
This question is about transforming normal vectors from normal maps properly. I have tried methods from over five sources, still can't get it to work, and I'm really desperate.
Included are ...
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Optimization for Normal maps with lots of wasted space?
I'm working on level/character assets where I'm finding that I use only very little amounts of normal mapping on them, resulting in 2048x2048 textures that are mostly blue/purple. Is there any method ...
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Averaging normals, or tangents
I am using a library to load an obj but it doest compute the tangets for each vertex, which I need for normal mapping and pom. I computed my tangets, and bitangents, everything appears to be fine, but ...
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Is normal mapping cpu overhead or gpu overhead?
In Unity3D Engine,
I usually apply normal mapping using fragment shader.
In this case,
this normal mapping is cpu overhead or gpu overhead?