Hi, Just realized that I missed Fabrice's reply. I will use the method you suggest ( with ColorTransform).Looks like this is what I am after. Though, I will investigate to see if there is a way of doing this color transformation directly in Blender.
Tks Sylvain On 15 fév, 16:53, Sylvain Godbert <[email protected]> wrote: > Hi, > > I have finally sorted this out. > I found two isssues. The first one was due to the obj exporter that > inverts X and Y. Since this is an option when exporting to obj, I > simply unticked this option. > But even after that, the colors where inverted on some axes. I then > used photoshop to invert the colors to get this right. > > Now I am doing to very same demo with a more complex geometry. And, as > expected, the same problem arises: the colors are inverted on some > axes. While it was easy to spot the area to invert on a simple cube, > now it is way more complex. I tried to export to obj and 3ds and the > same problem occurs. > > My question is how can I get the oriention right when exporting from > Blender? or, is there a trick to invert the colors after the geometry > and the textures have been generated ? > > Sylvain > > On 10 fév, 10:29, David Lenaerts <[email protected]> wrote: > > > Hi Sylvain, > > > To test things, why not set the normal map you're using as a normal texture > > using BitmapMaterial. That way we can easily see what points which way :-) > > > Cheers, > > David > > > On Wed, Feb 10, 2010 at 10:25 AM, Sylvain Godbert <[email protected] > > > > wrote: > > > Tks David, > > > It seems that this is not only a problem of the mapping being upside- > > > down. It seems that colors were used regardless of the axis (e.g. the > > > face on top of the cube in the demo is lighted when the light is > > > directed to the rear face.). check "http://www.sylvaingodbert.net/ > > > away3d" > > > I can still use photoshop to re-position my texture based on the > > > result I get, but I am wondering where there issue comes from. > > > Does that mean that either the uv coordinates are wrong or that it got > > > changed somewhere in the process of importing my object + texture into > > > my project ? Or maybe, Blender calculated the colors in the wrong > > > way ? > > > > Sylvain > > > > On 10 fév, 09:37, David Lenaerts <[email protected]> wrote: > > > > Hi Sylvain, > > > > > There doesn't seem to be a real standard with normal maps and the > > > direction > > > > of the axes (for instance, 0x00ff00 green could either be up or down). A > > > > quick way to check is to set the light in the same position as the > > > object, > > > > and then try with light.x += 5000 (or so) and see if it matches. Repeat > > > for > > > > y and z. You can use Photoshop to invert colour channels (red = x, green > > > = > > > > y, blue = z). > > > > > Hth, > > > > David > > > > > On Wed, Feb 10, 2010 at 12:03 AM, Sylvain Godbert < > > > [email protected] > > > > > > wrote: > > > > > Hi, > > > > > > Now it is working.. sort of. Problem now is that the faces that are > > > > > lighted are not the ones directed to the light. > > > > > > I made an object-space normal map for my cube. What I did is that : > > > > > 1 - Made a cube with blender and an objet-space normal map > > > > > 2 - Saved the geometry (including uv) using the "obj" exporter > > > > > 3 - Used Prefab to convert my geometry into an as file > > > > > 4 - Instanciated my objet, loaded the map and created my > > > > > PhongPBMaterial object > > > > > > It seems that, for some reasons, the orientation of the object does > > > > > not match with the coordinate of the texture. Any idea how I can fix > > > > > that ? > > > > > > Sylvain > > > > > > On 8 fév, 10:20, Sylvain Godbert <[email protected]> wrote: > > > > > > Hi, > > > > > > > Thanks again > > > > > > You are spot on. Indeed I was using a linear normal map. I will give > > > > > > it a go with an object space map. > > > > > > > Sylvain > > > > > > > On 8 fév, 00:00, David Lenaerts <[email protected]> wrote: > > > > > > > > Hi again! > > > > > > > > Looks to me you're using a tangent space normal map rather than an > > > > > object > > > > > > > space one, which is required for these pb shaders. Using tangent > > > space > > > > > maps > > > > > > > will make the shader think all faces are in the same direction :-) > > > > > > > > Cheers! > > > > > > > David > > > > > > > > On Sun, Feb 7, 2010 at 10:05 PM, Sylvain Godbert > > > > > > > <[email protected]>wrote: > > > > > > > > > Hi David, > > > > > > > > > Tks for your reply. > > > > > > > > > I forgot to mention that the whole cube gets black (including > > > > > > > > the > > > > > back > > > > > > > > face where the light is directed to). > > > > > > > > I put the demo online so that you undertand what I am on about > > > > > (http:// > > > > > > > >www.sylvaingodbert.net/away3d/). > > > > > > > > > Cheers > > > > > > > > > Sylvain > > > > > > > > > On 7 fév, 20:30, David Lenaerts <[email protected]> > > > wrote: > > > > > > > > > Hi Sylvain, > > > > > > > > > > Makes perfect sense to me for a point light that's placed > > > behind > > > > > the cube > > > > > > > > to > > > > > > > > > cause completely dark sides (since they're pointed away from > > > the > > > > > light, > > > > > > > > > there's no way a ray starting from the light's position could > > > reach > > > > > that > > > > > > > > > side of the faces). What you could do is to try and add an > > > ambient > > > > > light > > > > > > > > to > > > > > > > > > the scene in addition to the point light, and see if that > > > helps. > > > > > > > > > > Cheers, > > > > > > > > > David > > > > > > > > > > On Sun, Feb 7, 2010 at 1:36 PM, Sylvain Godbert > > > > > > > > > <[email protected]>wrote: > > > > > > > > > > > Hi all, > > > > > > > > > > > I made a little demo using "PhongPBMaterial". I have a > > > > > > > > > > simple > > > > > cube > > > > > > > > > > that has a diffuse texture and a normal map texture. I made > > > > > > > > > > a > > > > > > > > > > PointLight3D light orbiting around this cube. > > > > > > > > > > > The weird thing is that when the light goes behind the cube, > > > the > > > > > > > > > > entire cube gets no light at all (the cube becomes pitch > > > black > > > > > and > > > > > > > > > > therefore disappears) > > > > > > > > > > > The code to instanciate my cube and the material is the > > > following > > > > > : > > > > > > > > > > > var normalMap = new _Texture_bois_nmp().bitmapData; > > > > > > > > > > var diffuseMap = new _Texture_bois().bitmapData; > > > > > > > > > > _phongShaderMaterial = new > > > > > > > > > > PhongPBMaterial( diffuseMap,normalMap,_Cube,null,{specular: > > > > > 0.5,gloss: > > > > > > > > > > 20,smooth : true}); > > > > > > > > > > > _Cube = new Cube(); > > > > > > > > > > _Cube.width = 150; > > > > > > > > > > _Cube.height = 80; > > > > > > > > > > _Cube.depth = 80; > > > > > > > > > > _Cube.material = _phongShaderMaterial; > > > > > > > > > > _View.scene.addChild(_Cube); > > > > > > > > > > > The declaration of the light is done like this : > > > > > > > > > > > _pointLight = new PointLight3D({color: 0xffeedd}); > > > > > > > > > > _View.scene.addChild(_pointLight); > > > > > > > > > > _pointLight.brightness = 0.8; > > > > > > > > > > _pointLight.specular = 0.5; > > > > > > > > > > _pointLight.radius = 56000; > > > > > > > > > > _pointLight.fallOff = 60000; > > > > > > > > > > _pointLight.x=-150; > > > > > > > > > > _pointLight.z = -200; > > > > > > > > > > > Am I missing a parameter somewhere that I should set? Like > > > > > > > > > > : > > > > > > > > > > "cube.getsLightWhenLightIsBehind=true" :) ? > > > > > > > > > > > Sylvain > > > > > > > > > > --http://www.derschmale.com > > > > > > > > --http://www.derschmale.com > > > > > --http://www.derschmale.com > > > --http://www.derschmale.com
