[Bf-committers] normal maps, red/green channel inverted

Morten Mikkelsen mikkelsen7 at gmail.com
Sat Feb 19 18:08:05 CET 2011

>This does mean that old scenes render incorrect? Just to clarify. Or
>will there be some "compatibility switch"?

Mario (lmg) suggests we'll throw in a commandline for how to do batch
convert in image magic.
The inversion we're talking about corresponds to ctrl+i in photoshop btw.
It's essentially (in 8 bit): val_new = 255 - val_cur; applied to red and

This will make the normals stored in the map  correspond to tangent space
from the geometry we actually export in all of our exporters.

Like I said since we have already done an overhaul on how normal maps work
to get them to work properly
and support mirroring, face/face verts order-independence, welding
independence etc. We might as well be sure to get it right now.
Seems like now or never, And this is a small adjustment on the change that
is already in anyway.



On Sat, Feb 19, 2011 at 7:51 AM, Carsten Wartmann <cw at blenderbuch.de> wrote:

> Am 19.02.2011 16:22, schrieb Morten Mikkelsen:
> > Hi all,
> >
> > Blender is exporting normal maps with red and green channel inverted
> > relative to the geometry we actually export with our exporters
> > and I would very much like to fix this. This would make blender export
> > normal maps which are very similar to most tools out there and it would
> make
> > sense to people trying to use them in their own engines.
> Good!
> > It will be different from maps baked with blender previously but then
> that
> This does mean that old scenes render incorrect? Just to clarify. Or
> will there be some "compatibility switch"?
> Carsten
> > Kaito has asked me to ask you guys if you are ok with it?
> Who's that guy hanging around there all the time? ;-)
> --
> Carsten Wartmann: Autor - Dozent - 3D - Grafik
> Homepage:         http://blenderbuch.de/
> Das Blender-Buch: http://blenderbuch.de/redirect.html
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