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View Full Version : Problems with DXCubicTextures for normal mapping


flaagan
10-28-2004, 10:51 AM
Ok, so to start off, yes, I've read through all the tutorials and what not that I can find.

What they dont address is the following issue I'm having:
The DXCubicTexture1 & 2 that are part of the GPU Surface FX setup are setting themselves to Noicon pics even after everything's been generated.

I'm using the 'quick setup' with 'create color vertices', 'create bump map', and 'set realtime bumpmap shader (DX9)'... the normal_map_t and _w are created (by the way, which would be used usually on a game engine model?) as is the surface_map. I dug through an old normal mapping test I did with xsi 3.5 at school, and that file had images other than the Noicon pic in the cubic maps. (though i believe that test was done using the d3 shaders...). I'd really appreciate some help with this, as it's stressin me out.

By the way, what exactly are those cubic textures used for (particularly outside of xsi) in relation to being able to view and render-region a normal mapped model?

Kevin Albers
10-28-2004, 01:49 PM
So far I haven't found much use for the render tree shader that GPU surface FX generates. I end up using a much simpler render tree setup, using the d3 normalmap node to get my normal map to show up. Most (if not all) game objects use the "normal_map_t" type map, since anything that can be animated or move should use a tangent-space normal map.

I generate the surface and normal maps, then rename and edit them in Photoshop, then assign them manually to my shader in XSI. However, I'm pretty new to XSI and there may be better ways to go about it.

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