XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : NormalMapBump: node for normal mapping

09-22-2005, 08:50 AM

It helps to implement normal mapping via shading connection.

Plug-in and example setup (http://zjprogramming.com/bin/normalMapBump_220905.zip)
to give it a go.

It needs the tangentMapper plug-in can be found here (http://forums.cgsociety.org/showthread.php?t=278778).

Keep an eye on
imaginecube.com (http://imaginecube.com)
for more.

09-24-2005, 03:21 PM
Looks Great! (I haven't tried it yet).

One crit: It shouldn't be necessary to connect the camera's worldInverseMatrix - the node should be able to get that at rendertime. I'm definitely no coder, but Olivier Renouard's spaceChange plugin can convert a tangent space normal map to camera space normals without connecting any camera attribute into the network. If you want, you can take a look at his source code to see how he's solved it.

Your node looks like it's a bit easier to use though, but I'll stick with the spaceChange node for now.

Good job!

09-26-2005, 03:09 PM
Pitty the spaceChange source link on the following page appears to be down for now:


Seems it needs a samplerInfo node to provide normal and tangent vectors already in cameraspace, means no need to transform them any more. That is why you needn't connect a camera matrix to it.

My solution is based on per-vertex primitive variable: using the tangent mapper (http://forums.cgsociety.org/showthread.php?t=278778) to compute tangent and normal in world/object space at each vertex. So that needs to transform to camera space when rendering. I found it produces more soft effects, and easier to setup.

10-04-2005, 04:39 AM
Detialed notes is online:



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