Re: [Flightgear-devel] bumpspec , normal space

2010-03-30 Thread Frederic Bouvier
- 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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[Flightgear-devel] bumpspec, normal space

2010-03-29 Thread Patrice Poly
I am experimenting with the bumpspec shader, and I have a little problem.

The effect looks great when the object is between the eyepoint and the
sun : http://imagebin.org/90814

but it looks reverted when the eye is between the sun and the object :
http://imagebin.org/90815

( in this case the spaces between ribs looks like bulges, when they
should look like cavities )


What normal space should be used for the normal maps ? I used tangent
space , baked from a high poly mesh to the lowpoly one that FG uses. It
looks great under any angle inside blender, using 'nor' as a texture target.

Is it really a normal map shading ? or something like bump map ?
I'm not sure what I am doing wrong, or if it is an issue in the shader
implementation.

Thank you for looking into it !


Patrice Poly

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[Flightgear-devel] bumpspec , normal space

2010-03-29 Thread Patrice Poly
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 !

--
Download Intel#174; 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
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