..hi guys..im looking for normalmap generator, out from normal image(difuse) and that its not nVidia plug in for Photoshop..what would you suggest?
Normalmap generator
Miscellaneous Forums/General Discussion/Normalmap generator NVidias Plugin is definitely the best solution to generate NMs from HMs and as nearly any 2d graphics program is able to use photoshop filter plugins it can be used in anything not only photoshop :)
TextureMaker has this capability but it will not work that good from heightmap -> normalmap
If you have the highpoly and the lowpoly model thought, the simplest way are the NM generates or NVIDIA and ATI, that you feed with both meshes and that calculates the normalmap you can apply to the lower poly version :)
TextureMaker has this capability but it will not work that good from heightmap -> normalmap
If you have the highpoly and the lowpoly model thought, the simplest way are the NM generates or NVIDIA and ATI, that you feed with both meshes and that calculates the normalmap you can apply to the lower poly version :)
thanks boomboom..thats exactly what im looking for...
A slightly naive question:
Do you need extra code to make bumpmaps work, or do you just chuck them on layer zero?
Do you need extra code to make bumpmaps work, or do you just chuck them on layer zero?
You just chuck them on, but you need to tell the code it's a normal map:
http://www.blitzbasic.com/b3ddocs/command.php?name=TextureBlend&ref=3d_a-z
Via TextureBlend command. However to control the direction of the light, you need to alter the entitycolor, or the vertex colors. You can use a cubemap, which will dynamically alter the light depending on the rotation of the entity, however, you can't control the angle the light shines at with this. You would need to dynamically update the cubemap yourself.
That's why DOT3 textures ain't that useful, or should i say, are hard to get working.
http://www.blitzbasic.com/b3ddocs/command.php?name=TextureBlend&ref=3d_a-z
Via TextureBlend command. However to control the direction of the light, you need to alter the entitycolor, or the vertex colors. You can use a cubemap, which will dynamically alter the light depending on the rotation of the entity, however, you can't control the angle the light shines at with this. You would need to dynamically update the cubemap yourself.
That's why DOT3 textures ain't that useful, or should i say, are hard to get working.
..I did manage to use normalmaping within B3D, where light source is taken from lightmap itself...here is a screenshot of simple surface lightmapped in giles and then added normalmap in runtime..here is a result...this require far lower resolution for my generated lightmaps and nice looking levels im working on..here is simple shot..

Looks excellent man! Never knew Gile[s] gave you that effect :o)
this is not giles I just did lightmap in giles as usual..normalmap are added on the fly, reading light info from lightmap..