Bump tp normal mapping respecting geometry

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Old 02 February 2013   #1
Bump tp normal mapping respecting geometry

How can you turn bump into normal mapping, but that it respects the normal direction? So it's not flipped in some areas?
 
Old 03 March 2013   #2
If you're talking about changing a bump map into a tangent normal map, just get it in photoshop and use the nvidia plugin.

On a tangent space norm, the direction is decided by the orientation of your UVs. It has nothing to do with the orientation of the 3D model. The important thing is that it applies the norm map properly, right?
 
Old 03 March 2013   #3
Originally Posted by olivierth: If you're talking about changing a bump map into a tangent normal map, just get it in photoshop and use the nvidia plugin.

On a tangent space norm, the direction is decided by the orientation of your UVs. It has nothing to do with the orientation of the 3D model. The important thing is that it applies the norm map properly, right?


Thank you. Could you explaint to me, what you mean by orientation of uv's?
 
Old 03 March 2013   #4
Ah crap! I looked at your first post and I understood it the wrong way! sorry.

Although, I'm still not sure what you mean exactly. What do you mean by "flipped"? Can you show an example?
 
Old 03 March 2013   #5
Originally Posted by olivierth: Ah crap! I looked at your first post and I understood it the wrong way! sorry.

Although, I'm still not sure what you mean exactly. What do you mean by "flipped"? Can you show an example?


I thought that colors may be flipped on clusters, but I see green always faces the same direction and as well red, blue on uvw map. So I now understand it.
 
Old 03 March 2013   #6
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