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View Full Version : Converting Worldspace normal map to a Tangent space normal map


Gísli
03-03-2008, 12:29 AM
Hi.

Is there a way to convert a World space normal map to a Tangent Space normal map and back?

I´ve been searching for an answer to this question for a while and haven't´t been able to find anything about it

Regards,
Gísli

SmallPoly
03-03-2008, 09:20 PM
I don't know of a direct way to do it, but if memory serves me correctly then NVidia's normal map photoshop plugin can convert a tangent space map into a height map. Don't expect good results though.

Anything done with a world space map would need to be done in a 3d app, since it is dependent on being on a model.

One thing -- are you sure you mean world space and not object space? How did this situation come about where you'd need to be using world space maps?

Gísli
03-03-2008, 09:39 PM
Hi.

I may have mixed up the names, the thing is that my 3d software (Modo) outputs a normal map like this one:

http://www.online3d.info/wp-content/uploads/2007/10/gol_normal_map.jpg

But what I need is a normal map like this one:

http://www.bitmanagement.com/developer/contact/examples/textures/FieldstoneBumpDOT3.jpg


I´ve been playing around with the photoshop normalmap filter and so far have not been able to convert it successfully

and thank you for replying

j83
03-04-2008, 07:27 PM
I suggest using xNormal,
http://www.xnormal.net/
;)

Marcel
03-05-2008, 10:41 AM
As far as I know you cannot convert between the two. The world space normalmap simply encodes a normal direction. The object space normalmap encodes the direction of the normal relative to the normal of the faces (in 'tangent' space). You need to generate the normalmap in combination with the low poly surface for this to be possible.

copain
03-05-2008, 11:35 AM
hi, have you tried crazybump?

If modo can generate displacement maps,then you can open it up in crazybump and it will generate a tangentspace normalmap for you.

Gísli
03-05-2008, 06:13 PM
Thanks for all the answers,

I´ll probably end up just baking the normal maps in either Maya or Xnormal, I was just wondering if it were possible :)

guess not :p

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03-05-2008, 06:13 PM
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