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AutoUV shaders [updated: 05/13/2020]
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10-25-2016, 07:55 PM
(This post was last modified: 09-15-2019 09:52 PM by micheus.)
Post: #46
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RE: AutoUV shaders [updated: 10/29/2015]
(10-25-2016 01:26 PM)oort Wrote: Too bad that it does not work in AutoUV. I have never created normal maps before. I wonder if there would be a lot of interest in this?This dgud's post show us that someday it can be implemented. ![]() When I started to write these new 3D shaders I wondered to make possible we create normal map using them since most of them are composed by a grayscale pattern for which we add colors. The TBN (tangent/bitangent/normal) thing was new to me. I tried to find a easy way to transform those "bump" maps in normalmaps, but I didn't get success at that time. The recent question by linkoboy bring me back that wish and because I found a nice article (Building Varga) in which the author explain a lot of maps I finally understood how I could reach that. As a result here is a new shader filter normalmap_filter.zip that can be used to create normal maps from w3D shader maps or even from an imported image like in this sample bellow: ![]() Another step into something I have been "dreaming" for a while since I started to play with shaders.
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