----- "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


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