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Questions tagged [normal-mapping]

A technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons.

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I've reached normal maps as I was learning OpenGL, and I decided to calculate the tangents on the CPU. The issue is that my lighting uses custom structs and it ...
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I'm making a 2D ball game in Unity v6.0, now in the process of adding some 2D lighting. The player ball is a circle sprite. To make it look like a sphere, the sprite has a normal map added as a ...
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I'm trying to import 3D models into OpenGL using Rust and GLFT models, the problem is that this function used to work... Now it doesn't work at all! It's working to load the 3D model, with the texture ...
Arthur Sally's user avatar
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I'm working on a personal moon generation project using Voronoi noise, slightly modified for crater generation. Here's the code: ...
Antoine Portal's user avatar
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Hy Guys, I have a very specific problem according to normal mapping. I am writing a very simple 3D engine just for fun, following the tutorials at "LearnOpenGL.com". So far, it is working ...
tmctiger's user avatar
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This is more of a performance question than anything, but some time ago I learned that to put normal maps in OpenGL 3D rendering, I could do it in two ways... The first is generally what most people ...
Arthur Sally's user avatar
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I'm implementing a normal mapping PBR shader using WebGPU, but I'm getting a strange dark spot and visual glitches. My scene consists of a cube with a brick texture which has a normal map, as well as ...
realmayus's user avatar
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I've been trying to implement normal mapping into my custom OpenGL shader. The result I'm getting is almost there, but it looks like the Point Light is not ...
Tom Tsagkatos's user avatar
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Prior note: I very drastically edited this question after understanding that SDFs and normal map rendering "do not solve the same problem." (Thank you, @DMGregory.) However, the question's ...
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I have read the HL2 Paper and Presentation for Radiosity Normal Mapping. I am currently trying to implement it myself. I already managed to generate a single radiosity lightmap by drawing a hemicube ...
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I have a function Evaluate(), which is used to remap a noise value based on a curve/spline to make the noise more interesting. There are 3 inputs: the noise value ...
Shiv-iwnl's user avatar
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I am having a hard time being convinced why calculating the tangent space the way most textbooks do is the best thing to do? Why shouldn't we just simply use the edges of our triangle as Tangent and ...
Sina Dasht's user avatar
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I am extracting Normal Map from Texture2DArray in shader graph and then converting it to normal using ...
Nick's user avatar
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I have been following the tutorial at LearnopenGL to implement physically based rendering into my Vulkan game engine, and have gotten the following incorrect lighting results: The light is overhead, ...
Dylan Gentile's user avatar
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I'm using Unity with URP and I'm trying to include a normal map in my shader graph. Here is a basic graph that just display a normal map, with properties to control tiling and smoothness. When I ...
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I'm simulating laser scanners in Unity with Raycasts, and I've got some "bumpy" items I'd like to scan. I had tried generating the actual geometry for these objects, but there are tons of ...
Chuck's user avatar
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I'm working on writing my own parser/renderer for the obj file type, and right now I have it working so that I can draw the model correctly and use the ...
Calvin Godfrey's user avatar
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I have a material with an existing normal map. I added a secondary normal map to represent damage via script. I assign to the appropriate texture property ...
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I'm trying to write my own 3D engine from scratch in C, and right now it can render spheres, but I wasn't able to perfectly implement norl maps. All of the resources I've found online about normal ...
Calvin Godfrey's user avatar
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We're building an AR-enabled app with Vuforia and Unity 2019.3, using the Universal Render Pipeline. Trouble is, on iOS our models that have normal maps in their materials look totally bad, as you ...
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I am painting normals on a normal layer using the Textures tab to make bumps and crevices. But the effect is so jagged. How can I fix this? INB: Texture Set is already on 4K so it's not a quality ...
IndividualGames's user avatar
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I'm trying to do normal mapping in a deferred renderer and I'm stuck on how to implement normal maps. I have a bool that passes whether or not to use a normal mapped value and thus, whether to ...
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I'm trying to achieve a shading similar to the one on this image: Image 1: https://i.sstatic.net/iB5nH.jpg To get something similar to this I wrote a toon ramp shader (similar to the one in the ...
paternostrox's user avatar
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So I understand that for best results one uses a height (or bump) map and a normal map together. And I also understand that one can calculate a normal map from a height map using some sobel operator. ...
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I built a model in blender, and am currently trying to import it into my android app using assimp together with opengl, i dont have any issues with the importing but my goal is to make the object look ...
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I am making procedural terrains through c# script, and while I achieve to produce a texture, a heightmap and a normalmap to Texture2D, it seems they are not being ...
Nicolas Cailloux's user avatar
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Usually for the game objects a high poly model is prepared, to then transfer the details onto a low poly model, so that it can be rendered in realtime. Is this workflow always used, with any object? ...
CloudRiro's user avatar
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I'd like to refer to this question because I didn't completely answer to my problem. I've implemented normal and parallax mapping but because of some assumptions I have to use two different TBN ...
Harry's user avatar
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Let's look at this picture: You can see the red rectangles, those are shaded by normalmap. Here, is the same model with different light angle, there's no normal shading in dark area. It only happens ...
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I'm learning Vulkan and computer graphics. First time implementing normal mapping. I've been struggling with this for days now and I can't seem to find the problem - so that's the question. What is ...
Miloš Ljubotina's user avatar
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As title said, normalmap made from Substance Painter in Unity disorted. Here is the picture: I made red rectangles to see more cleary. You can see that the some of line of normal were disorted ...
modernator's user avatar
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hi i am beginner i am trying to implement bump mapping with vbo and glsl. My question is: did i make bump mapping ? if i did why these edges didnt disappear ? high and low meshes (i used low meshes ...
Emre Kaya's user avatar
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While using spine in unity 2D with a spot light, the light from the spot light will shine on the character if he's facing right but only when the light is in front (in the Z direction) of the ...
Shoother's user avatar
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I am trying to find the best way to correctly do normal mapping in a 2D batched sprite renderer. For each sprite sheet (aka texture atlas) I render all sprites as a textured quads with a single <...
ovk's user avatar
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I was just contemplating about why I improve performance by baking additional details into the object rather than just rendering the more detailed model. How does the GPU get to take a shortcut to ...
J.Todd's user avatar
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I say bump mapping for lack of a better term, but that may not be what I need. I'm trying to make my corners of various objects look bevelled as opposed to square: I can't just create a physical bevel ...
J.Todd's user avatar
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For the past week I've been trying to implement bump mapping in DirectX 11 using the Frank Luna's '3D Game Programming with DirectX 11' book. I got it working until I tried to add a flat 2D plane ...
Tom Haffenden's user avatar
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Suppose you are given a mesh with normals for each vertex. These normals might not correspond to the face normals, as the artist could have tweaked them. In this case, how would you go about computing ...
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As you can see in the image above, there is a big change in shading past the uv island on the end. i have no idea what caused this, but I can reproduce my steps as best i can. Model high poly in ...
Aidan Pallian's user avatar
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I'm generating tangents and bitangents for a normal mapping effect and while using the same method as several tutorials, I get tangents that are not very continuous. Here, we can see on the sphere ...
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Here is an illustration describing what I'm trying to do...
Alienizer's user avatar
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Im using deffered shading and here is my g-pass Vertex shader code: ...
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I'm implementing normal mapping and was trying different techniques of doing that. All seemed not to give me a correct result (e.g. the normals point in weird directions). To find the problem, I broke ...
RenX's user avatar
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Increasingly the 3D industry is adopting the standard of Mikktspace for calculating tangent space for normal mapping and other effects which rely on accurate and consistent calculation of tangent ...
Grady's user avatar
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I've implemented normal maps into my game renderer using the formulas by Christian Schuler. It works OK with most normal maps but some not so much since in some the Y component (green) is reversed. ...
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I have this simple dice texture and would like to create a normal map for it where the black dots are are dents and the edges are trimmed(like on a actual dice) I'm using unity5. I need a explanation ...
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I am building a tile game using Pixi.js. The game features dynamically-generated terrain and a day/night cycle. I'd like to use a normal map to give the sense of sloping hills or mountains. Luckily ...
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I've been developing a custom terrain shader in Unity. And I've been having problems with my normal maps. Even after hours of fiddling I still haven't fixed it yet. There are 2 noticeable issues: 1. ...
Thomas Mathieson's user avatar
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I'm doing lighting in world space (not in eye space), so I set the normal matrix as follows: ...
McLovin's user avatar
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I've had this little problem for a while now, where for some reason my calculations for per-vertex normals results in a weird distortion or warping, skewing my lighting, shading, and reflection passes....
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