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Normal mapping
Posted: Tue May 12, 2009 5:07 pm
by Danimita92
Hi everybody, I'm here to ask a question for Zidane, who's English isn't that good.
The problem is when actors have their BN0 and BNB, which work fine, except they only work properly depending on where the camera's looking, because most of the time the faces are either black.
Is this a bug or is it fixable?
Thanks for reading!
Re: Normal mapping
Posted: Tue May 12, 2009 6:14 pm
by bernie
Bumpmapping for actors is buggy and doesn't really work all that well. What you are seeing is pretty normal for a bumpmapped model. The bumpmapping seems to respond to one light entity only and that is the one nearest to the actor I think. I gave up on using bumpmapping for actors a long time ago as I could never get it to work properly.
Re: Normal mapping
Posted: Tue May 12, 2009 6:46 pm
by Danimita92
It's a shame. Oh, well. The one on the brushes DID work until the latest version. It'd be cool to see it fixed in the next version, come when it may
Re: Normal mapping
Posted: Tue May 12, 2009 7:08 pm
by paradoxnj
I would consider this a bug. Normal mapping (DOT3 bump mapping) requires a light direction to calculate the tangent space matrix that is required for the effect. Apparently this only works with the static lights of the actor. If you are familiar with C code, have a look at the gePuppet_SetVertexColorDot3.