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
