Re: [Algorithms] Normal mapping error - not sure if it's a generation error, or a rendering error
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From: Jonathan B. <jo...@nu...> - 2004-01-27 22:54:11
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Maybe someone more familiar with the ATI normal map tools can comment. But it definitely looks like your "high-res" mesh is way too low. There are obvious triangularization artifacts in the ATI thing. I would guess that the darkening in mid-triangle has to do with a combination of vector denormalization. Hard to say for sure though. Maybe your shader just isn't what the ATI tool expects. The thing about normal map generation is that, at generation time, the tool needs to make some assumptions about how vectors will get reconstructed by your shader. If your shader does something different, the results just won't match, which would produce something like that left-hand image. All that said, your hand-painted normal mapped mesh doesn't actually look better than your vertex-lit mesh (in the still screenshot). Normal mapping is expensive (both in terms of GPU resources and developer resources) so you should only do it if you are really getting your effort's worth. Clearly your artist isn't drawing very good normal maps (I mean... I see a little bit of extra 3D-ness around the edges of the eyes and lips... but that's it). ----- Original Message ----- From: "Megan Fox" <sha...@ci...> To: <gda...@li...> Sent: Tuesday, January 27, 2004 4:42 PM Subject: [Algorithms] Normal mapping error - not sure if it's a generation error, or a rendering error > http://www.shalinor.circustent.us/elium/screen_shots/maps-error.jpg > > The above shot is from our game (based on The Nebula Device), showing an > ATI-tool-generated normal map, a hand-painted normal map, and vertex > lighting, in that order. > > Now I have absolutely no idea how my artist is painting a normal map that > looks even remotely right, but at this point, it's honestly seeming like a > better idea to let him do it that way (he's apparently creating them from > the diffuse texture) due to how much faster the process is. Then again, > maybe we could get results even better than that, if we could just figure > out what the bug is with the lighting. > > Is this an error with the high-res mesh not having enough polygons? Not > being smooth enough? Is it possibly a bug in the normal mapper shader? > > (the effect is only visible when the poin light is close to the actor's > face - at distances of around 100 units and higher, the effect fades away) > > > Thanks in advance for any help whatsoever, > Megan Fox > > > > ------------------------------------------------------- > The SF.Net email is sponsored by EclipseCon 2004 > Premiere Conference on Open Tools Development and Integration > See the breadth of Eclipse activity. February 3-5 in Anaheim, CA. > http://www.eclipsecon.org/osdn > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=6188 |