I think scalex -1 and render your normalmap after, should do the trick.
if its not a huge model, Prefab has an inverseX option in the normalmap 
generator

Fabrice

On Feb 16, 2010, at 12:17 AM, Sylvain Godbert wrote:

> 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

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