amorgan Posted January 7, 2015 Share Posted January 7, 2015 I haven't looked too much into it yet, as the issue wasn't obvious to me, but porting my models from v1.14 to be compatible v2.0 using the latest Blender export, my bump maps display incorrectly. They were fine in the previous version (v1.14). Using Babylons bump texture works fine, but the ones assigned and exported from Blender with, my model, seem to have a "glare' or something to where they are not being computed correctly. Has anyone had this issue? I attached an example model that has been exported. If you use http://www.babylonjs.com/sandbox/ and turn on and off the bump texture channel after loading the model and the two .png, you will see what I am talking about. ThanksModels3D.zip Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted January 7, 2015 Share Posted January 7, 2015 Hum, it looks like the v2.0 has a corrupted shader program but you can be sure it's workingI also tried with a normal map on your 3D model and gets the same result (this normal map : http://www.keithlantz.net/wp-content/uploads/2011/10/normal_4.png ) You can be sure export is fine Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 7, 2015 Share Posted January 7, 2015 @Luaacro: Shaders are not broken:) http://www.babylonjs.com/?BUMP @amorgan: Your bump map is not a normal map so this is the expected result. So far you have to use this kind of picture:http://www.babylonjs.com/scenes/customs/normalMap.jpg And as far as I'm concerned you should have had the same results in 1.14. (only difference is bump intensity which is lowered on 2.0) julien-moreau 1 Quote Link to comment Share on other sites More sharing options...
amorgan Posted January 7, 2015 Author Share Posted January 7, 2015 Well then. Shouldn't the shader support a grayscale image (height map) as a bump map since it represents the height with respect to the normal, whereas a normal map correlates r, g, b to x, y, z with respect to the normal? I'm at your mercy, so whatever you say goes. i could try to convert the grayscale to the equivlent normal map, I made these myself, hence the grayscale, since it was much easier for me haha. Thanks. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 7, 2015 Share Posted January 7, 2015 Unfortunately no because it cause too much computation on the GPU side (which are not needed because you can convert to normal map offline). In a nutshell: this is for performance Quote Link to comment Share on other sites More sharing options...
amorgan Posted January 7, 2015 Author Share Posted January 7, 2015 Well there ya go. Thanks! GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted January 7, 2015 Share Posted January 7, 2015 I'm lost with BabylonJS versions lol and Deltakosh cannot write broken programs I tested amorgan's scene in the BabylonJS sandbox with a normal map (not a height map) and saw that it looked like everything except a normal mapping material ^^" GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
iiceman Posted January 8, 2015 Share Posted January 8, 2015 @amorgan, maybe try something like that: http://cpetry.github.io/NormalMap-Online/ seems to work pretty well as far as I can tell. I hope that helps. amorgan, julien-moreau and GameMonetize 3 Quote Link to comment Share on other sites More sharing options...
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