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View Full Version : Max 7 Metal Bump Shader


Sean121
08-15-2005, 10:25 PM
I've changed my driver from OpenGL to DirectX 9 to view my game models in the viewport. After rebooting Max, I enabled the Metal Bump 9 Shader and put the relevent maps in the correct slots.

My viewport display is wrong IMO. Here are some screengrabs to show the problem.

This is a screengrab without lights in the scene. The left side is completely black.

http://img.photobucket.com/albums/v179/sean11/Without.jpg

This is with an omni light. Even with the light close to the mesh, the left side is still black!

http://img.photobucket.com/albums/v179/sean11/With.jpg

Here is a shot with a different model. The light is behind the mesh and the front illuminates.

http://img.photobucket.com/albums/v179/sean11/Behind.jpg

This is a shot with the light infront of the mesh. Everything is black.

http://img.photobucket.com/albums/v179/sean11/Front.jpg

My card is a Nvidia FX 5200. Do you think that is the problem? I thought this only happened with ATI cards http://img.photobucket.com/albums/v179/sean11/dunno.gif

Have you ever used the metal bump shader with Max 7? What results do you get?

Johny
08-15-2005, 10:33 PM
perhaps posting the normal map would help ?

Sean121
08-15-2005, 10:36 PM
Here it is,

http://img.photobucket.com/albums/v179/sean11/Normal.jpg

I'm new to normal bump mapping so I'm hoping that I'm simply missing something obvious.

SHEPEIRO
08-16-2005, 09:05 AM
im having same prob with max. is it due to normals in tangent space, and max working in world space normals or something ? i can get the normals looking right in ATI's NMF viewer by changing world to tangent normals.

use tis app for mean time. theres a free download from atis web site if you havent got it already.

florian
08-16-2005, 10:08 AM
Hi there

I own a Ati Card (9600).
I tested it on max7 and it works perfectly. If you havent done yet, maybe it helps to install the max7 service pack.

good luck

edit: or try to force max using directX 8.1 (Customize/Preferences/Viewport)

Keiyentai
08-16-2005, 09:19 PM
1: You video card (not to sound rude) is gimped as it is. The FX5200 is the worst card nVidia came out with. I have a Radeon 9000 (which is bottem of ATI's Radeon Family and is a Gimped version of the 8500 LE) and it's beats the FX5200 with a stick...
2: Could be settings in your view manger.
3: Make sure your Videocard Drivers are up to date
4: See if you can generate a new norm. Maybe Max just goofed.

6gZ
08-17-2005, 02:40 AM
Problem is with your normal map.

A normal map contains rgb values which refer to normal vector direction values xyz. But the problem is that the relations between these arent fixed, and usually change between renderers/engines. So rgb can be xyz, xzy, yxz, yzx, zxy or zyx. Also some renderers read normal direction "into the surface" rather than direction which normal points, that means it flips the normals. That actually means that the surface has light where should be shadow, like in one of your example.

There are some commonly used settings, which i dont remember right now.

This isnt as complicated as u might think. In what program did u make the normal map? There usually is an option to flip/swap rgb values. Just test the settings out and try to light ur scene.

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