Re: Question about Normalmap
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
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
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