PDA

View Full Version : Normal Maps


Twixus
11-09-2005, 04:31 PM
Hey guys, i created a normal map for a wall texture and applied it to a cylinder. The problem is that it reacts odd to the omni lights i place in the sceene. When i set the method to world or local XYZ, the light doesnt affect the object when it is placed behind the object. WHen i select tangent or screen, the light only affects the midpoint up. These pictures show what I mean. I am using 3ds max 7 by the way.

http://img196.imageshack.us/img196/9623/localxyzandworld0cv.th.jpg (http://img196.imageshack.us/my.php?image=localxyzandworld0cv.jpg)
local xyz and world results


http://img196.imageshack.us/img196/4158/screen0eu.th.jpg (http://img196.imageshack.us/my.php?image=screen0eu.jpg)
screen results


http://img196.imageshack.us/img196/6126/tangent7dn.th.jpg (http://img196.imageshack.us/my.php?image=tangent7dn.jpg)
tangent results

I hope you can see my point. The result below is a world result with the omni placed in front of the cylinder. Im trying to achieve this result from all sides as the omni and camera will be rotating around the object. Does anyone know how to achieve this?

http://img90.imageshack.us/img90/2999/whatiwant9xn.th.jpg (http://img90.imageshack.us/my.php?image=whatiwant9xn.jpg)
hopeful result

Wout
11-13-2005, 06:11 PM
Ok, things to check;

*What kind of normalmap did you bake, an object or tangent space one ? Object space normal maps will not allow you to deform or rotate the object in object space without lighting errors, tangent space will.
*Check your uv coordinates, use a checkerboard image with numbers to see if they aren't flipped in U/V/both.
.... And report back :)

CGTalk Moderation
11-13-2005, 06:11 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.