![]() ![]() UL = (Float4)src // (This, and similar statements are wrong. Int top = rect.Top, bottom = rect.Bottom, left = rect.Left, right = rect.Right įloat4 lightDir = new Float4(lightX, lightY, lightZ, 0.0f) Rectangle selection = EnvironmentParameters.GetSelection(src.Bounds).GetBoundsInt() Delete any of these lines you don't need Void Render(Surface dst, Surface src, Rectangle rect) Normal map for agapanthus paint fx update#It should be noted that update seems to have fixed the issue with running with Net Framework 4.7.ĭoubleSliderControl Amount1 = 0.3 // XĭoubleSliderControl Amount2 = 0.5 // YĭoubleSliderControl Amount3 = 0.11 // Z Saves on poly count of the model & is actually a better effect. The squarish bumps on the face of the drum appear raised, as they should, due to the normal map but in reality the mesh is completely flat there. While it would be handy to be able to add the Alpha layer within, using DXTBmp to do it is only a matter of seconds. I use the excellent tiny program DXTBmp to combine the finished normal & a Bitmap B&W for its Alpha layer. It's basically a B&W version of the main texture with black areas being dullest & white areas being shiniest & grey levels in between. The detailed aplha layer is added to normal maps for games like Oblivion, Fallout 3, New Vegas & Skyrim & controls specularity in game (shininess). The only thing needed after this normal is made in is to add a detailed Alpha layer, since they cannot be added by "in house". So I now normally just use the default slider settings. I used to adjust the X,Y & Z sliders when using NormalMapPlus to increase the intensity of the heights created but I moved to adding extra overlay layers instead as a more controllable method. Multiple layers can be added to increase the height & depth as required. Then I run NormalMapPlus on that & add it as a new Overlay layer to the first normal image created. Then I'd normally add more detail by making a new layer above the diffuse & hand drawing with white the highlights that are raised & with black for bits that are deeper, like: Black & white or colour seems to make no difference. I can explain my basic process of using NormalMapPlus.įirstly I'd run NormalMapPlus on the main texture, also called the diffuse texture, as the basis for the normal map. ![]() ![]() "My question is: in actual use, what is the source image, and what is the desired output? " "What's used as the effect input image? Is it it a grayscale image where brightness represents height"ĭarker coulours represent depth & lighter colours represent height. Though in practice you tend to add more detail by hand. Simply using the plugin on a diffuse texture can produce a basic normal. The advantage, for me, that NormalMapPlus has over other normal map plugins for is that it's a very simple tool to create normals from the diffuse texture in one step. "What this plugin does appears to be reasonably simple, but I'm not certain exactly what it does." Glad null54 terrific update worked for you too! ![]()
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