[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
green.

This will make the normals stored in the map  correspond to tangent space
generated
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.

Cheers,

Morten.






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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