Re: Question about Normalmap

2015-05-11 Thread Graham Bell
Nvidia would do the invert Y because that was how most game engines
accepted normal maps. The problem then was that different 3D packages
didn't always conform to this.

What many do now is (depending on what they use, Maya/Max, etc) and to keep
maps consistent for the context, is generate the normal maps and then do
the invert to the Y green channel, in game. UE4 has setting to to this.
xNormal and nDo also have settings if you want to do the invert.

On Fri, May 8, 2015 at 2:03 PM Martin Yara furik...@gmail.com wrote:

 Hi, I have a really basic noob question, but after all these years I've
 realized that I'm not sure what I'm doing lol.

 Years ago, all I was using for normal maps was the NVidia plugin and we
 had to flip the Y axis (check in Invert Y). It was somewhat common
 knowledge back then. And since it was looking good in the DDC and game
 viewer I used those settings.

 Nowadays, I'm using xNormal and nDo, and I don't have to set anything to
 have similar results. But I just noticed that their preferences are in
 X+Y+Z+.

 So, my question is, NVidia's plugin is flipping Y by default so I have to
 re-invert Y?

 I've heard that Unreal engine requires to flip Y, so if I'm using NVidia
 plugin I should uncheck everything and have it by default? and if I'm using
 nDo or xNormal should I invert Y?

 Thanks

 Martin



Re: Question about Normalmap

2015-05-11 Thread Martin
Thanks!

That's what I though, but I was just assuming xNormal info was accurate.

nDo and the NVidia plugin only say invert axis, not positive nor negative, 
just invert from the default settings without telling you what are the default 
settings. Since both have different results, I wasn't sure anymore how a Y 
positive would look like.

Thanks again

Martin
Sent from my iPhone

 On 2015/05/11, at 18:16, Graham Bell bell...@gmail.com wrote:
 
 Nvidia would do the invert Y because that was how most game engines accepted 
 normal maps. The problem then was that different 3D packages didn't always 
 conform to this. 
 
 What many do now is (depending on what they use, Maya/Max, etc) and to keep 
 maps consistent for the context, is generate the normal maps and then do the 
 invert to the Y green channel, in game. UE4 has setting to to this. xNormal 
 and nDo also have settings if you want to do the invert.
 
 On Fri, May 8, 2015 at 2:03 PM Martin Yara furik...@gmail.com wrote:
 Hi, I have a really basic noob question, but after all these years I've 
 realized that I'm not sure what I'm doing lol.
 
 Years ago, all I was using for normal maps was the NVidia plugin and we had 
 to flip the Y axis (check in Invert Y). It was somewhat common knowledge 
 back then. And since it was looking good in the DDC and game viewer I used 
 those settings.
 
 Nowadays, I'm using xNormal and nDo, and I don't have to set anything to 
 have similar results. But I just noticed that their preferences are in 
 X+Y+Z+.
 
 So, my question is, NVidia's plugin is flipping Y by default so I have to 
 re-invert Y?
 
 I've heard that Unreal engine requires to flip Y, so if I'm using NVidia 
 plugin I should uncheck everything and have it by default? and if I'm using 
 nDo or xNormal should I invert Y?
 
 Thanks
 
 Martin


Question about Normalmap

2015-05-08 Thread Martin Yara
Hi, I have a really basic noob question, but after all these years I've
realized that I'm not sure what I'm doing lol.

Years ago, all I was using for normal maps was the NVidia plugin and we had
to flip the Y axis (check in Invert Y). It was somewhat common knowledge
back then. And since it was looking good in the DDC and game viewer I used
those settings.

Nowadays, I'm using xNormal and nDo, and I don't have to set anything to
have similar results. But I just noticed that their preferences are in
X+Y+Z+.

So, my question is, NVidia's plugin is flipping Y by default so I have to
re-invert Y?

I've heard that Unreal engine requires to flip Y, so if I'm using NVidia
plugin I should uncheck everything and have it by default? and if I'm using
nDo or xNormal should I invert Y?

Thanks

Martin