----- "Patrice Poly" a écrit : > I have been inverting the red and green channels in gimp, now it > looks > correct in any angle in FG. > > Either I should see in blender if there is a way to directly bake it > like the FG shader expects it, or maybe the shader has a problem, and > the red and green channels should work in the other way. > I think blender generated normal maps are the quite common way. > I may be wrong !
I use the GIMP normal map plug-in to create my normal maps. Here are two example. A bump : http://frbouvi.free.fr/flightsim/gimp-normalmap-bump.png A hole : http://frbouvi.free.fr/flightsim/gimp-normalmap-hole.png They are created from the same "height field" image. Reds should point to the bottom right and greens should points to the top left. More precisely: #FF7F7F points to the right #7FFF7F points to the top #007F7F points to the left #7F007F points to the bottom These are the only two realistic combinations. Remember that for OpenGL the origin of the image is the bottom left when the origin of an image is the top left, so that's why an axis should be reverted. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel