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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25 views

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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1answer
10 views

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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43 views

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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37 views

Any way to ask assimp to generate Tangents, Bitangents only for the meshes that need them?

I've been using assimp to load large models which reference height and normal maps. So I'm very happy about the aiProcess_CalcTangentSpace option. However, it seems that tangents and bitangents are ...
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101 views

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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1answer
167 views

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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1answer
38 views

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://imgur.com/a/eTTvSCD To get something similar to this I wrote a toon ramp shader (similar to the one in the Standard ...
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2answers
193 views

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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68 views

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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1answer
260 views

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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2answers
76 views

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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130 views

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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1answer
23 views

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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1answer
319 views

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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124 views

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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1answer
152 views

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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166 views

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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2answers
350 views

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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2answers
238 views

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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1answer
775 views

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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1answer
88 views

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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1answer
2k views

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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53 views

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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1answer
418 views

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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1answer
42 views

Simulated 3D hit point from surface normal

Here is an illustration describing what I'm trying to do...
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1answer
639 views

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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2answers
531 views

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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8k views

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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1answer
103 views

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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2answers
2k views

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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3answers
1k views

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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1answer
849 views

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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1answer
573 views

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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63 views

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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1answer
6k views

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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1k views

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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703 views

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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1answer
481 views

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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1answer
278 views

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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1answer
527 views

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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1answer
170 views

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?
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1answer
420 views

Normal Mapping issue

The first image shows a spotlight shining correctly on the floor. The second image shows the same spotlight but rotated 180 degrees. The first is correct, the second is not. The third image shows ...
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1answer
887 views

I want to render some surfaces in GLSL with normal maps, and some without

I have normal mapping working in my game, but I want to only use normal mapping for some surfaces, and not others. Right now, as far as I can tell, my shader is applying an incorrect normal of (0, 0, ...
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1answer
434 views

The math of normal mapping without a dot product

As far as I understand the technical details about a good normal mapping they go like this: everything gravitates around the concept of vertex the artist provides an RGB image and an UV map, the UV ...
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1answer
889 views

Normal map does not export into .dae file. Does Collada not support normal maps?

Every time I try to use DAE FBX export in Autodesk Maya and export a .dae file the normal map doesn't export with it? Does Collada not support normal maps?
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1answer
4k views

HTML5 Canvas 2D lighting and normal maps [closed]

How using the HTML5 Canvas can I create a 2D game with light sources and also add an extra depth using normal maps. I have never really done lighting in 2D before and I'm not sure where to start. ...
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1answer
999 views

Normal Mapping space confusion

I've been reading today about normal mapping. Up to now, the only normal mapping I encountered was with maps already in world space so I just extracted the info from the texture and transformed them ...
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1answer
615 views

Generating Normal map from a Image with a given Albedo map

I am working on a research problem part of which involves generating normal map from a given image of a rusted object. I searched the internet for techniques to achieve the above and apparently ...