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how to swap channels in xnormals ?

polycounter lvl 14
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NAIMA polycounter lvl 14
I am having some issues with channels innormal maps in xnormal , and skyrim compatibility , seesm that for some reason skyrim wants the green channel in place of the red and viceversa , how can I sed this up to be done in xnormal without passing for photoshop work ?

Rotate 90 CCW (inverted Y): Rotates current normal map layer 90 degrees counter-clockwise and fixes your red and green channels so that it doesn't break your normal map. For normal maps that use the inverted Y convention.

Replies

  • James Ordner
    Seems strange to swap those channels, but you should be able to bake directly to that format by going to normal map options in xNormal and setting the Swizzle coordinates to Y+ X+ Z+.
  • NAIMA
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    NAIMA polycounter lvl 14
    counterclock wise? thats is already how is setup in xnormal default x+ y+ z+
  • MM
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    MM polycounter lvl 19
    why are you rotating channels to begin with ?

    as James mentioned already, use Y+ X+ Z+

    default maya coordinates are:

    R = X+
    G = Y+
    B = Z+

    so if you swap R channel with G channel then you swap Y and X accordingly.

    you need

    R = Y+
    G = X+
    B = Z+

    this is where the settings are (screenshot shows setting for Max)

    xnormal_0.jpg
  • NAIMA
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    NAIMA polycounter lvl 14
    the default settings to my xnormal is x+ y+ z+ ...

    The reason why I need to rotate the green and red channel swapping them is because in skyrim the snow cumulates according to the normal map as procedurally generated I guess , anyway as is now the normal maps I create make the snow cumulate from left to right , swapping counterclock wise instead fixes the problem , I have used the Actionscript for PS listed here ..


    http://tech-artists.org/wiki/Normal_Map bottom of the page ...


    but I would like to fix at the font ...
  • MM
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    MM polycounter lvl 19
    NAIMA wrote: »
    The reason why I need to rotate the green and red channel swapping them

    i am confused, are you rotating the channels manually OR are you swapping the channels ?

    those are completely two different actions.

    swapping channels makes sense, but rotating channels manually does not make sense since it wont match UV.
    NAIMA wrote: »
    the default settings to my xnormal is x+ y+ z+ ...

    well, did you try setting it to y+ x+ z+ and see if it works (without any manual swapping)?

    may be you are not reading carefully because y+ x+ z+ is not the same as x+ y+ z+
  • throttlekitty
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    throttlekitty ngon master
    I'm pretty sure Skyrim is X+ Y- Z+. You don't need to do anything special for the snow shader, it adds snow based on the objects local rotation.
  • NAIMA
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    NAIMA polycounter lvl 14
    Ok I will try as x+ y- and z+ ... my settig was with the y+ ... and I meant by rotating to swap the channels that result in a normal map orientation rotation ingame .
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