Some questions about normal map
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
I'm currently using zbrush generating normal map. The result isn't very obvious on render through octane somehow. I am wonder whether I'm need to correct my setting in regards to generating the normal map through zbrush. Also, is it very different when we talking about normal map in unbiased render compare to the tangent normal map people use as bump map in game, you know as a better version of bump, or am I missing something and should use bump.
Dual Lindenhurst single core Xeon 3.6Ghz with Hyperthreads, 8GB DDR-2 ECC, Geforce GTX 260
Dual Xeon 5680 3.2Ghz with Hyperthreads, 24GB DDR-3 ECC, Quadro 4800 & GTX 480
Dual Xeon 5680 3.2Ghz with Hyperthreads, 24GB DDR-3 ECC, Quadro 4800 & GTX 480
Good question and maybe i'm doing something wrong also, but the normal map isn't doing anything when combine with a diffuse texture - maybe its normal(no pun intended)?
Last edited by Son Kim on Mon Apr 05, 2010 5:19 am, edited 2 times in total.
Son, what kind of lighting do you have on the object? It looks rather diffuse, afaik diffuse lighting isn't going to show up normal maps...
Kubuntu 9.04 | Nvidia Gainward 9500 GT | Intel Core2 Quad 2.40 Ghz | 4 GB RAM
you sir are correct - so i'll need to use a glossy material to see normal maps. diffuse+normal map showing "bump" only works in game engines. BTW what other kind of lighting can one use beside diffuse?James wrote:Son, what kind of lighting do you have on the object? It looks rather diffuse, afaik diffuse lighting isn't going to show up normal maps...

Yes you have to put it on a glossy material to see it clearly. Normal maps are the same as used in game engines. There is differences between normal maps when it comes to axis alignment. You have to remember to flip one of the axis in Zbrush before you export the map, cant remember wich now. Il check it out.
________________________________________________________
Win 7 64 | 1x GeForce GTX Titan | AMD Phenom II X6 3.20Ghz | 16GB
Win 7 64 | 1x GeForce GTX Titan | AMD Phenom II X6 3.20Ghz | 16GB
Heres the correct settings for making normal maps inside Zbrush that works within Octane:
Remember to Flip V before you export the normal map:
Cheers________________________________________________________
Win 7 64 | 1x GeForce GTX Titan | AMD Phenom II X6 3.20Ghz | 16GB
Win 7 64 | 1x GeForce GTX Titan | AMD Phenom II X6 3.20Ghz | 16GB
- BroAugustine
- Posts: 31
- Joined: Sat Mar 20, 2010 4:39 pm
Another thing regarding normal maps is that when present, the bump maps have no effect. Is it possible to get both to work together in the future?
Win 7 64 | I7-2600K 3.7 GHz | GTX 460, GTX 760 / Driver 347.09 | Cuda 7.0.18
no, normal maps have precedence, when used, bump maps are ignored.BroAugustine wrote:Another thing regarding normal maps is that when present, the bump maps have no effect. Is it possible to get both to work together in the future?
i'd advise against this, as it will make the render extremely slow.
you should try to stick to normal maps only.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
So the green channel should be flipped? I was never good with normal maps. hahah
Dual Lindenhurst single core Xeon 3.6Ghz with Hyperthreads, 8GB DDR-2 ECC, Geforce GTX 260
Dual Xeon 5680 3.2Ghz with Hyperthreads, 24GB DDR-3 ECC, Quadro 4800 & GTX 480
Dual Xeon 5680 3.2Ghz with Hyperthreads, 24GB DDR-3 ECC, Quadro 4800 & GTX 480