Blender Stack Exchange is a question and answer site for people who use Blender to create 3D graphics, animations, or games. It only takes a minute to sign up. Connect and share knowledge within a single location that is structured and easy to search. I have a ground tile for which I use a normal map, it reacts good when facing light, but looking in the Sun lamp direction kills the lightning.
I'm using nodes, have a look at the pictures. Can somebody tell me what's wrong with my setup? Normal mapping is a real pain in the node editor. In fact, it's an open bug. The way around it I sometimes use it's computationally expensive and a pain to set up , is to create a material for each normal map.
Then you can take the normal output from the material and mix that together: Sorry for not mentioning this in my comment earlier.
You could try advanced material node. This can be found under the input menu. Otherwise you could just add the normal map in the texture panel and enable normal map at the bottom. Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams?
Learn more. Blender game normal mapping Ask Question. Asked 5 years, 7 months ago. Active 5 years, 7 months ago. Viewed times. Improve this question. In general, the same or similar faces should exist that reflect the model. For example, a highly detailed ear may have faces in the high-poly model.
In the low-poly model, this may be replaced with a single plane, oriented in the same direction as the detailed ear mesh. Mapping is the process of applying a texture to the low-poly mesh. Special considerations for Bump and Normal Maps is:. The coordinate systems of the two objects must match. For example, if you bake using a UV map of the high-poly model, you must UV map the low-poly model and line up its UV coordinates to match the outline of the high-poly image. Blender 2. Bump maps These are textures that store an intensity , the relative height of pixels from the viewpoint of the camera.
The pixels seem to be moved by the required distance in the direction of the face normals. You may either use grayscale pictures or the intensity values of an RGB texture including images. Normal maps These are images that store a direction , the direction of normals directly in the RGB values of an image.
Normal maps in Blender store a normal as follows: Red maps from 0 - to X Make a low-poly, less detailed model. Map the map to the low-poly model using a common coordinate system. When using a Normal map, map the texture to Normal.
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