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Wings 3D Development Forum Wings 3D Interface & Usage v
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Normal colors of "Face normal shader"

 
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Normal colors of "Face normal shader"

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micheus
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Joined: Jun 2012
#11
10-21-2016, 03:40 AM
ShaderFrog (http://shaderfrog.com/app/) is a nice place to play with shaders. They offer us an online editor with sinta checking and runtime preview.

I use to experiment the code on it and then adapt to work with Wings3d.
My two tests for this subject:
- Normalmap Color I
- Normalmap Color II
just click in the Source button to see the verteX shader and fragment shader code.
[Image: tw.png] @MicheusVieira [Image: yt.png] @MicheusVieira [Image: da.png] Micheuss [Image: ig.png] micheus4wings3d
* Wings3D Team stands for: Björn and Dan
linkoboy
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#12
10-23-2016, 11:05 AM (This post was last modified: 10-23-2016, 11:22 AM by linkoboy.)
Hi,

I finally succeeded to have the same result like in this picture ("wish.png")

I'm still using Wings 3D v1.5.4. I put some objects, a torus a sphere and a cone on the [X-Z] ground. For me, the up axis is [Y].
Test scene : ("test_normal.wings")

I've taken the shaders : vextex_colors.vs and vertex_colors.fs and modified them just a little to have this result (see "result.png")

Here is the shaders :

Vertex Shader : vertex_color.vs
Code:
varying vec3 VertexColor;
uniform int  Flag;

void main()
{
    VertexColor = gl_Normal;
    gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
}

Fragment shader : vertex_color.fs
Code:
varying vec3 VertexColor;

void main()
{
    bool flipX = false;
    bool flipZ = true;
    
    vec4 color = vec4((1.0 + VertexColor) / 2.0, 1.0);
    
    gl_FragColor.r = flipX ? 1.0 - color.r : color.r;
    gl_FragColor.g = flipZ ? 1.0 - color.b : color.b;
    gl_FragColor.b = color.g;
}

If you want flip the colors in X or Z axis, you can just trick the boolean to have the desired result.

I'll share that into the Auto UV shaders forum too.

Regards,


Attached Files Thumbnail(s)
       

.wings   test_normal.wings (Size: 46.59 KB / Downloads: 4)
.vs   vertex_color.vs (Size: 226 bytes / Downloads: 5)
.fs   vertex_color.fs (Size: 394 bytes / Downloads: 4)
micheus
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#13
10-23-2016, 01:54 PM (This post was last modified: 10-24-2016, 05:47 AM by micheus.)
Thanks for sharing it linkoboy.
I've tried to achieve this effect correctly before, but no success. It can be useful for extract normal map of almost flat objects like sci panels, relief and similar.Smile
[Image: tw.png] @MicheusVieira [Image: yt.png] @MicheusVieira [Image: da.png] Micheuss [Image: ig.png] micheus4wings3d
* Wings3D Team stands for: Björn and Dan
micheus
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Posts: 3,675
Threads: 183
Joined: Jun 2012
#14
10-24-2016, 05:54 AM
Here a test I did capturing the screenshot from the top view (in Orthographic mode) of a smoothed model (not so hi-poly) and applied to an simple block:
[Image: panel-sample_zps9xsqw1zc.png]

If I had been able to port it to AutoUV shaders it would be easier to "extract a map" from a high-poly just by unwrapping it from the top view (I believe). Sad
[Image: tw.png] @MicheusVieira [Image: yt.png] @MicheusVieira [Image: da.png] Micheuss [Image: ig.png] micheus4wings3d
* Wings3D Team stands for: Björn and Dan
3DGeek46
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Joined: Nov 2016
#15
11-01-2016, 12:03 PM
I couldn't fully understand, how you made those changingsSad Is it possible to record a video?
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