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AutoUV shaders [updated: 05/13/2020]
10-25-2016, 07:55 PM (This post was last modified: 09-15-2019 09:52 PM by micheus.)
Post: #46
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. Smile

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. Smile

@MicheusVieira MicheusVieira Micheuss micheus4wings3d
* Wings3D Team stands for: Björn and Dan
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Messages In This Thread
RE: AutoUV shaders - tkbd - 10-25-2015, 02:18 AM
RE: AutoUV shaders - micheus - 10-25-2015, 01:14 PM
RE: AutoUV shaders - dgud - 10-26-2015, 10:43 AM
RE: AutoUV shaders - micheus - 10-26-2015, 03:47 PM
RE: AutoUV shaders - dgud - 10-26-2015, 06:59 PM
RE: AutoUV shaders - tkbd - 10-27-2015, 12:59 PM
RE: AutoUV shaders - Nova - 10-27-2015, 09:21 PM
RE: AutoUV shaders - micheus - 10-28-2015, 12:46 AM
RE: AutoUV shaders [updated: 10/29/2015] - micheus - 10-25-2016 07:55 PM
New texture shader: Image Mixer - micheus - 05-13-2020, 10:31 PM

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