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Problem with normal&specmap-shader #342264
09/25/10 22:44
09/25/10 22:44
Joined: Oct 2007
Posts: 306
Austria
A
Alan Offline OP
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Alan  Offline OP
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A

Joined: Oct 2007
Posts: 306
Austria
Hi guys,

I've been trying out some of the shaders which come with 3DGS and also one specific shader I've found in the AUM (#77, called "Normal Relief Map Shader"). To show you my problem I've got some images for you (just click the thumbnails for higher detail):



This is an in-game shot, the Normal/Relief-Map shader is applied to the torch. Everything looks good so far, however, if we go closer a bit...



... we clearly see the texture become sort of "liquid" and floating around, creating this absurd abnormity on the surface. If we move the camera, the texture pixels in this area seem to shift around as if the surface was a water surface. Here's another, closer shot:




I've also experienced similar (and of course unwanted) effects using the parallax shader which comes with 3DGS when they are applied to a block: within certain (very sharp, so less than 10°) view angles, everything becomes "liquid" and starts floating around, especially towards the edges of larger surfaces like floors which looks really really bad. The question is: how do I fix this? Is this a general problem? May there be something wrong with my specmap/normalmap?


Thanks in advance,



Alan




PS: If it helps, I can provide the used textures or the model!

Re: Problem with normal&specmap-shader [Re: Alan] #342271
09/26/10 01:58
09/26/10 01:58
Joined: Nov 2008
Posts: 216
J
jane Offline
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jane  Offline
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J

Joined: Nov 2008
Posts: 216
looks like a double polygon, upload the model so we can check it.

Re: Problem with normal&specmap-shader [Re: jane] #342279
09/26/10 07:06
09/26/10 07:06
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
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Quad  Offline
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Posts: 5,210
Ä°stanbul, Turkey
looks like stretched uv or wrong normals.


3333333333
Re: Problem with normal&specmap-shader [Re: Quad] #342291
09/26/10 10:31
09/26/10 10:31
Joined: Oct 2007
Posts: 306
Austria
A
Alan Offline OP
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Alan  Offline OP
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Austria
Here's the file, I hope it's complete... otherwise tell me so I can re-upload it!

http://www.4shared.com/file/0R50or3n/torch.html


Greets,


Alan

Re: Problem with normal&specmap-shader [Re: Alan] #342295
09/26/10 11:44
09/26/10 11:44
Joined: Nov 2008
Posts: 216
J
jane Offline
Member
jane  Offline
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J

Joined: Nov 2008
Posts: 216
the skin of this block was in ca. 45°, maybe this was the problem.
trai it.

here the fixed file:

http://www.filefront.com/17322036/torch.mdl

Greets
jane

Re: Problem with normal&specmap-shader [Re: jane] #342297
09/26/10 12:07
09/26/10 12:07
Joined: Oct 2007
Posts: 306
Austria
A
Alan Offline OP
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Alan  Offline OP
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Austria
Hi,

thanks for trying, but unfortunately that doesn't change anything...

Re: Problem with normal&specmap-shader [Re: Alan] #342299
09/26/10 12:21
09/26/10 12:21
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
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alibaba  Offline
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Posts: 2,113
NRW/Germany
are you shure, that you use normal or specular mapping? because this normally happens, if you use prallax mapping, without a highmap.


Professional Edition
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Re: Problem with normal&specmap-shader [Re: Alan] #342301
09/26/10 12:34
09/26/10 12:34
Joined: Nov 2008
Posts: 216
J
jane Offline
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jane  Offline
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J

Joined: Nov 2008
Posts: 216
now a new tray with the 2 closed blocks

EDIT:

sorry here the correct link:

http://www.filefront.com/17322187/torch.mdl


Last edited by jane; 09/26/10 13:01.
Re: Problem with normal&specmap-shader [Re: jane] #342302
09/26/10 12:54
09/26/10 12:54
Joined: Jul 2008
Posts: 1,178
England
M
MrGuest Offline
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MrGuest  Offline
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Joined: Jul 2008
Posts: 1,178
England
try removing these backfaces, it may not resolve your problem but you still shouldn't have them there


Re: Problem with normal&specmap-shader [Re: MrGuest] #342324
09/26/10 15:14
09/26/10 15:14
Joined: Oct 2007
Posts: 306
Austria
A
Alan Offline OP
Senior Member
Alan  Offline OP
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A

Joined: Oct 2007
Posts: 306
Austria
@Jane: Amazing, that did it! Could you explain to me what exactly you did with the model, why it wrecked the shader and how I can avoid it in the future? That would be awesome laugh

Greets,


Alan

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