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Normal Maps in Mari - what do you need ?

polycounter lvl 11
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Campi polycounter lvl 11
Hi,
following a request that came up for Mari (http://mari.ideascale.com/a/dtd/More-parameters-for-Height-as-Normal/381381-15287)
I want to rewrite Mari's Normal Map Layer ("Height as normal"). Unfortunately I rarely use normal maps in my job so I don't really know what to look out for. It would help if some game artists could list some things they feel they are missing there.

Off the top of my head I would try to add options to lengthen the bevel, flip x and y channel. Possibly some simple presets for different engines like Unreal etc. although someone would need to give me more specifics what I need to look out for apart from the way RGB Channels are assembled.

Thanks.
Jens

Replies

  • artquest
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    artquest polycounter lvl 14
    Hi, for us game guys we usually don't paint our normals as height maps. But if we do we do it using a plug in for photoshop called ndo 2. If you can give some of the same parameters as ndo by quixel that would be pretty awesome.
  • FelixL
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    FelixL polycounter lvl 9
    You should look into tools like crazybump, knald or bitmap2material.
    Lengthening the bevel would be a great start!

    Presets for different engines... how would you do that? Mari's internal tangent space doesn't match any engines. I convert the normal channel to world space (with tangent to world) and convert it via handplane or other tools. If you can reverse-engineer handplane and integrate the conversion to mari, that would be great. But not super important, imo.
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