SmokingCloud Posted September 8, 2010 Share Posted September 8, 2010 Hello guys. I'm having some problems with normal map and getting them rendered properly in the LE editor. I think i'm doing something wrong with the shaders but after screwing arround with different shaders for 2 days and trying different solutions found in forum topics about normal map problems, I'm still at the same place as I started. So i've used some old tutorial dice to show my problem and hopefully some1 here knows where i'm screwing things up The normal map is rendered the way is should be in 3ds max and the LE materialeditor. max render without proper textures : max render with the textures : screenshot of the material editor, notice how even in the shade the normal map is displaying correct as it has to be : My problem comes when I look at the model in the LE modelviewer or the LE Editor, the normal map are than only being renderd properly in the direct light, any part of the normal map that is in the shade or not being lighted directly is not renderd and displayed as a flat surface. screenshot of the modelviewer, notice how the shaded side isn't being renderd as it should be. and in the editor it looks the same as in the modelviewer, only the surface thats lighted directly renders the normal map, shaded sides appear flat. Like I said I think I'm srewing it up somewhere with the shaders, tbh I'm a LE shader noob so to say and still find it difficult to find my way true all the shaders. The best result so far I'm getting with these .mat file settings : texture0="abstract::cube_tex.dds" texture1="abstract::cube_dot3.dds" texture2="abstract::cube_disp.dds" shader="abstract::mesh_diffuse_bumpmap_parallax.vert","abstract::mesh_diffuse_bumpmap_parallax.frag" shadowshader="abstract::mesh_shadow.vert" and here are the .dss files I'm using for this dice : I hope some1 here can point me in the right direction and help me solve this little problem. Many thanks in advance. Quote "Take me to your leader than I'll tell you if I come in peace" Sick Since Link to comment Share on other sites More sharing options...
omid3098 Posted September 8, 2010 Share Posted September 8, 2010 normal maps will not be visible without direct lighting on them. you may need a specific shader for this.. Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
Canardia Posted September 8, 2010 Share Posted September 8, 2010 Put the ambientlight to 0,0,0 and use a dim directional light to simulate ambient light. Then use a spotlight to show bright lights. 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...
SmokingCloud Posted September 9, 2010 Author Share Posted September 9, 2010 Thanks for the reply guys, gonna see if that gets it sorted. Oh Lumooja I assume you meant the position with 0, 0, 0. Quote "Take me to your leader than I'll tell you if I come in peace" Sick Since Link to comment Share on other sites More sharing options...
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