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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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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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 ...
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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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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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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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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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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 in ...
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tangents and bitangents or larger textures?
This is more of a performance question than anything, but some time ago I learned that to put normal maps in OpenGL 3D rendering, I could do it in two ways... The first is generally what most people ...
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Normal map lighting is just slightly off
I've been trying to implement normal mapping into my custom OpenGL shader. The result I'm getting is almost there, but it looks like the Point Light is not ...
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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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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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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 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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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 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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How to generate Normal Maps from Lighting Profiles?
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 ...