Replacing Default Normal MAP HLSL
by Surge · in Torque Game Engine Advanced · 05/08/2007 (8:44 am) · 4 replies
First off. I am not the original mind behind this topic.
Im and Artist who wants normal mapping to be fully functional in TGEA.
I have been dedicating almost all my free time in learning a 3dsMAX > ZBRUSH> TGEA workflow.
I read this post by accident. And it concerned me. The Authour sounds like he knows what he is talking about and is Backing it up with examples.
The Post describes the problem and I want to know if this is true or not?
Im not experienced enough to know myself.
Thanks
Surge
Im and Artist who wants normal mapping to be fully functional in TGEA.
I have been dedicating almost all my free time in learning a 3dsMAX > ZBRUSH> TGEA workflow.
I read this post by accident. And it concerned me. The Authour sounds like he knows what he is talking about and is Backing it up with examples.
The Post describes the problem and I want to know if this is true or not?
Im not experienced enough to know myself.
Thanks
Surge
About the author
Love 3d Game Design -
#2
05/08/2007 (12:28 pm)
I beleive he answered that in the last post. What I think you're looking for is called parallax mapping (or relief mapping). Look at this old post: www.garagegames.com/mg/forums/result.thread.php?qt=36211
#3
05/08/2007 (3:30 pm)
Looks pretty sweet. Too bad my laptop doesn't have a PS 3.0 card. I'll try implementing the Parallax and Bump shaders he's included, though.
#4
Examining the shaders should show that the light vector is translated into tangent space, and that the normal map is sampled and lighting is calculated based on that normal.
05/08/2007 (3:43 pm)
Tangent space matrices are calculated for interior and TS objects. Anything with the vertex type 'GFXVertexPNTTBN' will (or should) have that information. Examining the shaders should show that the light vector is translated into tangent space, and that the normal map is sampled and lighting is calculated based on that normal.
Torque 3D Owner Mark Dynna