Niosop Posted February 14, 2010 Share Posted February 14, 2010 When lighting normal mapped objects something is wrong. This is using the default diffuse bumpmap shader, tested in 2.3 and 2.31. Notice that the lit side of the bumps changes as the cube rotates. This makes them look like bumps sometimes and holes at other times. The camera is at roughly the same location as the light. The light you see in the background is an ambient light. The same model and normal map in Unity doesn't exhibit this problem. Demonstration: http://vimeo.com/9433786 Anyone have any ideas? Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
Niosop Posted February 14, 2010 Author Share Posted February 14, 2010 Just a bump to make sure Josh sees this Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
Josh Posted February 14, 2010 Share Posted February 14, 2010 Looks like the X and Y axes of the normal are swapped. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
BrokenPillar Posted February 14, 2010 Share Posted February 14, 2010 I updated the files with the X and Y swapped in SwizzleTest.zip on the other thread (http://leadwerks.com/werkspace/index.php?/topic/1172-dxt5nm-and-3dc-dds-compression/page__st__20). It seems to fix the problem. This topic has always caused me grief in the past since it varies with each engine (which might explain why the normal looked correct in Unity) and with different software apps you use to bake normals. Quote Vista | AMD Dual Core 2.49 GHz | 4GB RAM | nVidia GeForce 8800GTX 768MB Online Portfolio | www.brianmcnett.com Link to comment Share on other sites More sharing options...
Canardia Posted February 14, 2010 Share Posted February 14, 2010 I remember moose saying that you need to invert the green color (Y axis) in the normal map. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Niosop Posted February 14, 2010 Author Share Posted February 14, 2010 I remember moose saying that you need to invert the green color (Y axis) in the normal map. That did it! Thanks Loomja, I was pulling my hair out trying different combinations, swizzling, etc. Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
Kazar Posted February 28, 2010 Share Posted February 28, 2010 I remember moose saying that you need to invert the green color (Y axis) in the normal map. Does this mean I need to invert the Y every time I make normal maps for LE? (in photoshop with Nvidia plugin in my case) Edit: I did some tests and yeah.. seems like I've got to redo all my normal maps I didn't spot this fact anywhere in the wiki. Quote Core i5-750 - GTX 460 1GB - 12GB DDR3 - Win 7 x64 Link to comment Share on other sites More sharing options...
Josh Posted March 1, 2010 Share Posted March 1, 2010 I think there's an option in most exporters because some people use upside down normal maps. Ours are the correct way. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Kazar Posted March 1, 2010 Share Posted March 1, 2010 I think there's an option in most exporters because some people use upside down normal maps. Ours are the correct way. While it may be so I think this should be mentioned somewhere in the wiki. Quote Core i5-750 - GTX 460 1GB - 12GB DDR3 - Win 7 x64 Link to comment Share on other sites More sharing options...
Niosop Posted March 1, 2010 Author Share Posted March 1, 2010 DX uses +Y, OpenGL uses -Y. If you have a lot of things already done +Y, then you can modify the shader to invert the Y instead of redoing your normal maps. Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
Kazar Posted March 1, 2010 Share Posted March 1, 2010 DX uses +Y, OpenGL uses -Y. If you have a lot of things already done +Y, then you can modify the shader to invert the Y instead of redoing your normal maps. My project is only week old right now so I've already remade all my normal maps Quote Core i5-750 - GTX 460 1GB - 12GB DDR3 - Win 7 x64 Link to comment Share on other sites More sharing options...
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