[Bf-committers] Please add invert green channel option in Normal Map node

Dahlia Trimble dahliatrimble at gmail.com
Sat Apr 15 23:17:35 CEST 2017


For what it's worth, OpenGL does not specify how normal maps function; they
are entirely implemented in application code (usually in shaders). You're
probably seeing a difference between Blender and Unity or Unreal, not
OpenGL and DirectX.

On Sat, Apr 15, 2017 at 1:50 PM, Adriano Oliveira <adriano.ufrb at gmail.com>
wrote:

> @Mike
>
> Cycles bake already has a toggle like this for export. We need this in
> Normal Map node to deal with NM textures baked for DirectX.
>
> Game engines like Unity and Unreal have an "invert green (y) channel"
> option in texture properties.
>
> In my workflow, for instance, I model and animate in Blander, texture in
> Substance Painter and render in Unreal. In Painter I export Normal Map
> textures to Unreal with DirectX standard (inverted green channel in
> relation do OpenGL standard). If I need to see my model with this texture
> in Blender, I have to create a node setup to invert G before feeding Normal
> Map node.
>
>
> *Adriano A. Oliveira*
> Professor Adjunto do Curso de Cinema e Audiovisual
> Universidade Federal do Recôncavo da Bahia (UFRB)
> Centro de Artes Humanidades e Letras (CAHL)
> Matrícula: 1673892
> (71) 99181-0123 [VIVO] / (71) 99146-8523 [TIM]
>
> 2017-04-15 15:01 GMT-03:00 patrick boelens <p_boelens at msn.com>:
>
> > I actually just ran into a case where I wanted to compare the custom
> > normals I set up in Blender to those inside another app, so there is a
> > use-case for real-time toggling as well.
> >
> >
> > No idea how prevalent it is and whether it's worth the effort though, but
> > figured I'd chime in.
> >
> >
> > Cheers,
> >
> > Patrick
> >
> > ________________________________
> > Van: bf-committers-bounces at blender.org <bf-committers-bounces@
> blender.org>
> > namens Mike Erwin <significant.bit at gmail.com>
> > Verzonden: zaterdag 15 april 2017 04:49:08
> > Aan: bf-blender developers
> > Onderwerp: Re: [Bf-committers] Please add invert green channel option in
> > Normal Map node
> >
> > On Fri, Apr 14, 2017 at 10:47 AM, Adriano Oliveira <
> adriano.ufrb at gmail.com
> > >
> > wrote:
> >
> > > I just miss one little thing: An check box option to invert textures'
> > green
> > > chennels in the Normal Map node.
> > >
> > > This is very important because Blender follow the OpenGL norms for
> Normal
> > > Map, but other softwares that may be integrated within a pipeline (like
> > > Unreal) uses DirectX norms.
> > >
> >
> > Is this only needed during import & export, or something you would toggle
> > during the Blender session?
> >
> > Mike Erwin
> > musician, naturalist, pixel pusher, hacker extraordinaire
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