General Category > Ongoing Anim8or Development
Normal Maps
Raxx:
Hey Steve, it could be correct afterall, except for the case shown in the sample I uploaded earlier. I assumed it was object-space because of that and some tests I made using other models found online gave weird results when they had textures with repeated UVs. I guess it's just the repeated UVs that's wrong?
Whatever it is, would still be useful to have those extra options.
Steve:
Yes, I agree that options to support multiple types of normal maps is good.
Note: I've found a major issue when the normal map texture weight is less that 100% in the scanline renderer, and a very minor one in the GLSL code (but it's small so that you'd probably not notice it).
Raxx:
I found a good example to compare what's shown in Anim8or vs what it should look like. The reference is located here: https://sketchfab.com/models/fd449cfec6a04659a840f5ffe3da9e63
Sketchfab:
Marmoset Toolbag:
Anim8or:
There are apparently a few visual disparities. One is that in some areas (like in the shoulder), it's washed out. It's certainly not as crisp in any areas as in the top two images. The other thing is that it seems that face normals are blending/influencing the normal map. There are polygonal creases and shading. Aren't they supposed to be completely overridden by the normal maps?
Dog an8 file and textures
Steve:
The normal map is rotated by a 3x3 matrix consisting of the normal, bi-normal and tangent vectors to align it to the orientation of the face. Theoretically these three vectors form an ortho-normal matrix.
Anim8or computes a binormal for each vertex based on it's normal and du/dv directions of the texture coordinates. Then the normals and binormals are interpreted across the triangle. Each pixel then computes the tangent = normal X bi-normal. These should be interpreted smoothly across the surface.
If these three vectors aren't more or less orthogonal, or if they aren't smoothly interpreted across the edges between adjacent faces, then the whole thing falls apart. My guess is that Anim8or isn't computing a good set of binormals.
So I'm looking into it. I downloaded the model in the link to work with.
On another note: does anyone have a good example of something that crashes or loops?
captaindrewi:
i can recreate a crash pretty consistently load a sphere ....load a diffuse and a normal map ....every thing ok here if i render.....pause there a moment........Now go back and reload the same maps again.....anim8or goes white screen and crashes for me at this stage even before i hit the render button, sometimes after i hit render[scanline]
slightly different results depending on what maps i use.
but it happens with just a basic sphere mesh,the EC normal map you supplied and any diffuse texture.
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