View Full Version : Tangent Normal Map Rendering
02-16-2006, 12:08 AM
is there a way to render tangent normal maps in lightwave? im using Zbrush to generate the normals so thats not the problem, and i have tried a couple of normal map plugins, and it always ends up with a really strange render... or crashing.
ive tried searching a few forums and have turned up empty handed. any help would be wonderful
02-16-2006, 12:12 AM
the only free solution for LW is this plugin:
to apply the normal colors and LW's Surface Baker Shader to bake those colors to an image.
02-16-2006, 11:58 AM
Hi there !
I'm afraid this plugin does not support tangent space normal maps :\
Try this one (TB's normalshader) :
If you experience some problems using it (bugs or else), try making your own tangent space plugin using TB's Shader Tree :
I made one, which works every time in every configuration, for tangent space (it could be modified for world space i guess).
I will join a screenshot of the plugin, showing the nodes I used. I could join you directly the the .shd file but I'm using the V0.51 and I linked the V0.52, I just don't know about the compatibility.
Good luck anyway,
02-22-2006, 11:59 AM
Sorry for the delays, I had some problems with my connection.
Ok, I made some stuff for you. Here is my custom Normal Mapping Tree, thought it's not perfect.
I tried TB's NormalMapper - and even if I did not try it during hours - I have figured that it only does World Space or Object Space normal mapping (World Space I guess), this is not what we want.
So the only way I know to do Tangent Space for free is to use TB's shader tree. I joined you the screenshot of the shader with a short explanation, and the .shd file you can load into the shader, ready to use.
It's quite simple in fact, but the way I did it is certainly not the best one, it's just an approximation and some people may have found a better way to make it right. Maybe if you remove some "harlight" blocks it will kill some of the bugs you may have (the amount of amplification depends on the slope, the more slope you have on your normal map image, the more amplificated it will be, a round pipe will have sharp creases for instance, and this is really really sad, believe me)
The 0.51 and 0.52 seem to be compatible together, you can use my 0.51 .shd file to the 0.52 version, and your previous shaders may work well.
Hope that helps ! Don't worry, I may have understood that Lightwave 9 will handle normal mapping by itself. No more odd jobs needed :D
Picture (http://perso.wanadoo.fr/jcmerlin/Sanaloria/UsineAGaz/SPIDER2544/TBShaderTree051.png) (.png file)
Shader (http://perso.wanadoo.fr/jcmerlin/Sanaloria/UsineAGaz/SPIDER2544/NormalMapping_TangentSpace.shd) (.shd file)
02-22-2006, 11:59 AM
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.
vBulletin v3.0.5, Copyright ©2000-2014, Jelsoft Enterprises Ltd.