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Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: BlueBeast] #120871
03/20/08 06:34
03/20/08 06:34
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
BlueBeast Offline
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BlueBeast  Offline
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Just down the road from Raven
see? already another question...

I'm using the program 'CrazyBump'

Normal maps have a direction of lighting to highlight the highs and lows...

when i use a dynamic light on a wall with a brick texture, all the dynamic light does is light up the surface... however, the direction of light and shadow are completely independent of where the dynamic light is placed...

the normal map seems to have lighting from the upper left corner... if i put a light at the bottm right corner, the highlight/shadow is still from the upper left Al the dynamic light does is brighten the surface, but doesnt create it's own highlight/shadow.

Is this how normal maps are supposed to work? I would think that the dynamic light should decide where highlight and shadow will appear ona surface.

Is this how it's supposed to be?

EDIT: I just heard from another person that this shader wont let a dynamic light be the only source of light/shadow. That kinda sucks because a torch on a big wall should have the lighting centered and radiated from the torch.


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Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: BlueBeast] #120872
03/20/08 17:18
03/20/08 17:18
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
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xXxGuitar511  Offline OP
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Joined: Mar 2006
Posts: 2,503
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Quote:

I just heard from another person that this shader wont let a dynamic light be the only source of light/shadow.




...If the option is enabled, this shader will accept lighting from static lights if blocks are underneath; "faked ambience".

I'll throw a shader together for you, just tell me exactly what you need from it. Ex: How many dynamic lights, sun light?, static lights (faked)?, specular highlights? fog support?, etc...


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120873
03/21/08 11:04
03/21/08 11:04
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
BlueBeast Offline
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BlueBeast  Offline
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Posts: 1,220
Just down the road from Raven
I can't believe my post didnt show up

here... on this wall you can see a lighting problem on the bottom right corner... it's not properly lit by the dynamic light... it's actually opposite.



The problem is less noticable on a rough surface like this next picture.. but it's there on the upper left corner...



The dynamic light has to be very close for it to work 'properly', but the outer edges of the light.. i dont know whats making the lighting act like that. Specular is off, so it's not the sun.

Also, I tested it with the diffuse skin 'off' and the lighting is the exact same. So it's not the diffuse skin making it look like shadow.

---------------------

My settings for both examples are the same:

Diffuse Skin:
Material Setup (box checked)
Effect Setup (box un-checked)
Texture (box checked)

MaterialSetup catagory - Diffuse 255,255,255 - Ambient 23,23,23 - Specular 0,0,0 - Emissive 0,0,0 - Power 0 - Alpha 100

-------------------
Normal Map Skin:
Material Setup (box un-checked)
Effect Setup (box un-checked)
Texture (box checked)


I know it's not the sun affecting the models this time, because the sun isn't affecting the rest of the models surface, and is in a different direction from where the lights are highlighting the normal maps.

My understanding of normal maps is that a dynamic light would create highlights/shadows using the dynamic light as the source. Here it's kinda just lighting the area and the normal map is getting it's lighting clues from i don't know where

JCL had said he would have a shader for the latest level tutorials that accurately lights the pixels from a dynamic light, is this shader somehow different?


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Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: BlueBeast] #120874
03/21/08 17:08
03/21/08 17:08
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
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xXxGuitar511  Offline OP
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Send me your environment and I'll get it working for you by tomorrow...

In the meantime, I'll make something up and test it...


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120875
03/22/08 03:10
03/22/08 03:10
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
BlueBeast Offline
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BlueBeast  Offline
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Posts: 1,220
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Free for all: Heres 3 normal maps, 512 x 512 24 bit TGA images.

I didnt upload the diffuse textures because it's the lighting were trying to figure out...

dimples

rough brick

flat brick

Sorry for late responses, been busy lately... Thanks for any help!

There's no doubt the normal mapping works great.... it's the lighting thats innacurate.


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Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: D3D] #120876
03/22/08 10:02
03/22/08 10:02
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
Frederick_Lim Offline
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Frederick_Lim  Offline
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Posts: 827
22�21'24"N 114�07'30"E
I want to download the test project, but the link broken.

Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: Frederick_Lim] #120877
03/25/08 12:30
03/25/08 12:30
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
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DavidLancaster  Offline
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Posts: 862
Australia
Any news about the broken link?

Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: DavidLancaster] #120878
03/25/08 17:46
03/25/08 17:46
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
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xXxGuitar511  Offline OP
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Posts: 2,503
SC, United States
I guess my host has abandoned me... well, If I find time, I'll post another sample with another host...


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120879
03/26/08 00:40
03/26/08 00:40
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
BlueBeast Offline
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BlueBeast  Offline
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Just down the road from Raven
Just send it to me via hotmail... I'll host it. bluebeast440 (at) hotmail

Any news about the lighting issues I had?


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Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: BlueBeast] #120880
03/26/08 03:52
03/26/08 03:52
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
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xXxGuitar511  Offline OP
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Posts: 2,503
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I'll just rewrite it if I can find time. I've been busy trying to find a programming job online, not that easy...

The lighting issue you described sounds like problems with the tangent vector. I fixed this in the newest release of the shader. I'll start rewriting it as soon as I find time, then send it to you (hopefully tonight or tomorrow morning).

Sorry for the inconvenience...


xXxGuitar511
- Programmer
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