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Shader Dynamic normal map only : specular too strong


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I have a dynamic normal map only shader.

When displayed in material editor seems ok.

But specular comes and is too strong on model editor and running the game ?

shaderproblem.jpg

 

In properties of material the specular color is black.

So from where comes the strong specular ?

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What to convert ? my normal map is a standard normal map.

I drag and drop normal map texture in LE3 and checked "normal map" checkBox, than saved the texture as ususal.

 

And the main big problem is specular, i use a normal map shader noly , not normal+specular.

So i expect the object to be normal mapped only, specially if specualr on properties of material is black color.

 

I hope we won't complicate workflow with "work around" solutions ? blink.png

I drag and drop the normal map, choose normal shader, it just should work without me doing anything else.

 

this shader worked great on the past, when i tested it , why should it not work today ?

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There is no universally standard normal map. You have to understand the Blender is going to save differently than Maya, and Maya is going to save differently than 3dCoat unless you intentionally go in there and line them all up.

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At some point this was changed, seems like height is stored in z again.

Then I don't know other than it works when I try.

I can't really see any specularity in your pics yougroove.

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I've seen stuff like this also. Why does the in editor/game look so much different, brighter, than in the model editor? I've seen the same thing. He must just be assuming it's the spec, but maybe it's not. Why the difference in visual output?

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@shadamar :

A normal simple map shader will never look bright like that.

Or it's a normal map shader with some specular parameters.

 

Really strange what is going on caus looks really like specular indeed if you already played with shaders.

A simple normal map only will never show such intensity "specular" like.

 

A test in Marmoset : diffuse + normal map onlt (no specular)

tee_Marmoset.jpg

 

Super strange lol

Marmoset is a reference among 3D artists.

We can't be stupid and just say LE3 is doing wrong this time laugh.png

 

A test in noather super known 3D engine : color and normal map only :

treeok.jpg

 

I'm lot more ok with that version where the light is going diffuse and normal map only.

We don't have specular : this is what i wanted.

 

Because of Marmoset test, i just can say something must be wrong ont the normal map or diffuse map (3D coat export SSAO and other stuff on the diffuse, is hould chek parameters and normal map rendering settings)

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Another LE3 test :

shaderspec.jpg

Others diffuse,normal map,spec shaders on floor and walls are not "shining like a santa tree laugh.png

but they are "lightmap" shaders what is not the same as dynamic also.

I think it must be a problem with model and textures i htink.

 

@Rick:

Did you have a visual change like "spcular", with some models using normal map shader you used before ?

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Looks like might your models normals are screwed.

What happens if you resave your model in LE3 model editor.

 

1. doubleckick the model in LE3

2. Tool->Calclulate Normals, Apply, OK

3. File->Save

HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB

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Ok, shaders and lights are ok as far as I can see, here an imported geosphere using plain normalmapping and diffuse+normal.shader. direct light+ one point(red). So either your model has wierd normals or your normalmap is not a correct normalmap. Perhaps you should post your files.

 

lenormal.jpg

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HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB

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Great Shadmar.

What do you mean repaired ?

I usually export from blender with "calculate normal out" and with before smooth applied to all faces.

No angle to specify and it worked lot of times ?

Perhaps 3D Coat V4 problem ?

 

I'll try to find from wheer in the process it fails (3D coat export, Blender import ) ?

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Strange it worked with another 3D model i tested with last update of Leadwerks 3.

 

Made another model on 3D coat, directly exported to FBX without needing to use Blender and all is fine in Leadwerks 3.

Strange, but at least it works that way.

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