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Re: Per Pixel / Normal Mapping Tutorial v1.1..
[Re: Buluen]
#30280
08/17/04 01:32
08/17/04 01:32
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Joined: Feb 2003
Posts: 178 666 South The Underworld,
ChrispiZ
Member
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Member
Joined: Feb 2003
Posts: 178
666 South The Underworld,
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I mean, bumpmapping with the Normal map shader, if you read the normal mapping tutorial, it says somthing about it, like "If you want to add bumps and wrinkles, make a Normal map from a grayscale......". I'm using adobe photoshop, if anybody could help, please, i would be grateful!
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Re: Per Pixel / Normal Mapping Tutorial v1.1..
[Re: ChrispiZ]
#30281
08/17/04 01:59
08/17/04 01:59
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Joined: Feb 2004
Posts: 347
BigBrainz
Senior Member
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Senior Member
Joined: Feb 2004
Posts: 347
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If you get the Normal Mapping shader working correctly then you're basically there. Normal Mapping is really just an impressive version of bump-mapping.
Typically, you use Normal Mapping to convincingly portray large bumps, like rivets and such. In those cases, your Normal Map will have some fairly high contrast around the rivet. To add small details like cracks or creases, you simply need to add or use some lower-contrast or finer-detail aspects to the image. For instance, if you convert a normal bump-map of cracks and grooves to a Normal Map, it will show small bumps and cracks. Also, when you generate a Normal Map from a high-res model, you can also usually blend the resulting Normal Map with a second bump-map to add fine details--at least that's true of ATI's utility.
Anyway, so if you just want to know how to convert a bump-map to a Normal map in Photoshop, there's a plug-in for it. I believe it's on the NVidia site, but it could have been ATI that I got it from. Check out the "Killer Normal Mapping Link" listed in the very first post of this thread for the specifics.
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Re: Per Pixel / Normal Mapping Tutorial v1.1..
[Re: BigBrainz]
#30282
08/17/04 02:51
08/17/04 02:51
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Joined: Jul 2004
Posts: 74 Inside Maya
Sichlid
Junior Member
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Junior Member
Joined: Jul 2004
Posts: 74
Inside Maya
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Hi Drew, First of thanks for the cool demo and tutorial. I got the ATI normal map maker and put it on my weapon and it shows up. I have also attached the action light_perpixel to some light sources in the level but the shading on the weapon does ot change when below these ligh entities. I'm sure I'm doing something wrong here..though not sure what it is. Secondly I have put ur Example MDL crate (32 bit) one in the level and attached the per_pixel action ,,but it just becomes orange in the level. Any help on how to get around andget the cool DOOM3 feel to my game
Best Regards,
Sichlid
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Re: Per Pixel / Normal Mapping Tutorial v1.1..
[Re: Sichlid]
#30283
08/17/04 05:27
08/17/04 05:27
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Joined: Jan 2002
Posts: 1,276 trapped in a paper bag
Drew
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OP
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Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
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MAybe try lowering all your lighting to black, including ambient and sun. Place an object, assign perpixel lighting action, place an omni light right in the same location, turn it to white. Build and run your level, making sure your player is using the perpixel shader... thats how I always start my perpixel levels, since this technique is wonky... If you see lighting show up att all, go from there.. sorry I cant be more helpful, I actually havent touched this for weeks, been playing with the doom3 engine
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Re: Per Pixel / Normal Mapping Tutorial v1.1..
[Re: Alexander Esslinger]
#30286
08/24/04 16:24
08/24/04 16:24
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Joined: Jan 2003
Posts: 142 England
Ranger1
Member
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Member
Joined: Jan 2003
Posts: 142
England
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Hi Alexander, Can u explain what you mean by 'not supported' in specific terms ? Is there a work around ? What amount of work is required to get Bump mapping supported for Level Geometry ?? My apologies in advance if you don't know
Whilst all Answers are replies not all replies are Answers
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