Hello, I am developing a node based image editor with native support for normal maps and 3D texturing. Some of the normal map features that I have implemented are: - Convert rgb image to normal image.- Convert grayscale or rgb bump map to normal images.- Modify slant and direction of normals.- Blending and Mixing of normal…
This is a watch for the character I'm currently working on Smooth shaded Weighted normals Wireframe of tris. Had to add this bevel because my lowpoly couldn't catch the bevels in that area even after I manually adjusted the cage in blender UVs Normal map(smooth shaded)
Here is my detailed report. I made a box, unwrapped it, collapsed it, then made a copy. I edited the copy to test out angles and general curiosity of something slightly more detailed. I then unwrapped the High Poly. The UVW's were all messed up except for the basics from the Low Poly. After a lot of breaking and stitching…
I've looked in several places and I can't find a solution within Max to fix this (though I may be overlooking a solution out on the web somewhere). Here's the skinny. I first noticed this when baking out a model a long time ago. In Max, it looks just fine in the viewport, but looks can be deceiving. Once baking the model,…
I'm making my hipoly and baking normals onto my lowpoly but during the process I'm not sure why my normals come out w/ so much noise. I have checked smoothing groups on the pieces but those are ok, I don't have lights in the scene, and Gamma and Lut is disabled, also for the lowpoly I set materials on default materials, so…
I can chamfer any mesh inside the shader by using world position, this world position can then also be used for the normal simply by transforming it from world to tangent space. But the problem is how can I make use of the normal map texture without it being completely wrong and is that even possible? Here is how it works,…
Hi all, I couldn't figure out how to properly unpack a normal map with Blender. My normal map's RG are stored in a texture's G/A channel. I am trying to reconstruct B, combine, then supply it to the normal map node. Question: how does the normal map node work though? (What color input does it expect? 0~1 range? -1~1 range?…
Basically: Yeah, they're about the same thing. A normal map stores the slope/tilt of each pixel in the texture. A bump map stores the simulated height of each pixel in the map. The renderer has to then convert these heights into slopes when it renders. It does this by comparing the current pixel with all it's neighbors to…
I've had a bit of time to start playing around with normal maps again. Full disclosure, I run the Surface Mimic site, but I'd appreciate some help gauging the usefulness of matched color and normal maps, maybe even ones that tile. Normal maps are excellent for some surfaces that displacement maps can't easily handle. These…