Do you have any more info on using object space maps on deformable objects? Wouldn't you still need to know the surface tangent in order to render it correctly? At least Maya can render object space normals on transformed objects in the viewport.
Ah so the line is usually crossed from object to tanget if there's ANY possibilty of "organic" defomation? For example, if you had a hand model. and you had to have fingers rotate in the horizontal plane, will it be possible/beter to use object space? but the vertical and horizontal deformations would be the same thing…
Well, generally, tangent normals are used when the object is to be animated and object normals used when its a world object,where theres no need for animation. But i believe alot of people including EQ used object normal maps when we had that FPS weapon competition....So that begs the question....to WHAT extent does the…
hi all, I've been trying to display object space normal maps in 3DS max 2009. It's not as easy as it sounds. the images are of the same model with standard shader. They have spec, diffuse, and normals. in viewport. in render. So I'm inclined to think there's something wrong with my object space normals, but why would they…
I was using tangent space, I got a tip from a friend that object space works a lot better. I have to admit there's a lot less junk with the object space map. Shapes are more accurate. I'm finishing this off with tangent space for now. I kind of want to put this one to bed and get started on something else. I'll probably…
Incorrect. One of the battle field games used object space maps for their *characters*. There aren't any problems animating/deforming object space maps, its a pretty common misconception tho. I think the shader may be a *slight* bit more complex to do so, but rendering a object space map is actually a little less complex…
You probably just need a shader that specifically supports an object- or local-space normalmap. The default Max FX shaders only support tangent-space IIRC.
Did you make sure to set the shader to use object-space normalmaps instead of tangent-space? Most shaders by default use tangent-space maps so if you haven't changed it manually then that is what you should do. However, if you have changed it manually in the shader settings to display object-space maps, then your shader is…
RTTNormalMap.fx I used this shader in the Direct X shaders and it worked correctly, but this shader doesn't provide slots for spec maps. :( Can anyone recommend a shader that works with object space normal maps and has slots for diffuse, spec, etc.?