[ QUOTE ] Thanks for the tut warby, looks good. Middle-gray is really 127, because Photoshop uses 0-255. [/ QUOTE ] i also used to be a subscriber to 127 is perfect grey theory for a LONG LONG TIME but at my last job i got into a fight with the lead coder and an art intern and we tested it by i think layering 1000 planes…
Thanks for the information Eric, I see. Now I'm wondering if you can get normal maps to work mirrored uvs why wouldn't with code the engine be able to figure out which section of the cube map is supposed to be rendered on the model? What I'm getting at here is if the engine is using the normal map to light the model so it…
aw come on... there's got to be a better way than this.. it only works for planar, non-angular objects.. What if you just flipped normals on one side and made a double sided shader? Costly but anyone have any better ideas?
Ryno I'm curious, why did the reflections come out wrong? Are you using an image like a cube map to create the illusion of reflections or are they calculated in real time? Can't the reflections use their own uv coord channel or is that too expensive? Thanks or sharing this Warby. Alex
If it was me getting that error, I'd think that I've got some sort of malware/spyware that's redirecting me somewhere bad... "gypsy..." doesn't sound too good, no offense intended to any gypsy polycounters out there... You might want to run a full scan in Windows safe mode with Malware Bytes or Super AntiSpyware. Good luck…
Like I said it's hard to describe this. I'll try though. Reflection makes any small normalmap seam look more obvious than it does with specular or diffuse lighting, because a cubemap has more color variation than a light. A light is a single color coming from a single direction, so two neighboring texels that have slightly…