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View Full Version : normal map support in LW9.5?



aSkeptic
09-21-2008, 01:32 PM
Hi,

Is normal mapping supported natively or would I need Marvin Landis's plugin?

dpont
09-21-2008, 02:32 PM
LW 9.5 has a node to read normal map in tangent space,
but no native tool to bake it,
Normal Map Create from Marvin can do it,
from an hires mesh in the uv map of a lowres mesh in Modeler,
http://amber.rc.arizona.edu/lw/normalmaps.html

Denis.

aSkeptic
09-21-2008, 02:49 PM
Thanks dpont!

dwburman
09-24-2008, 12:32 AM
You can do world space normal maps natively in LW.

BryPhi made a video tutorial showing a technique I used on a project recently:
http://www.spinquad.com/forums/showthread.php?t=15069&highlight=normal+baking
It looks like his site is down though. If you PM me, I have a copy of the vid I can share with you.

Here's a brief description of another method that I haven't tried.
http://www.newtek.com/forums/showthread.php?t=48702&highlight=Normal+Map+nodal

Greenlaw
09-24-2008, 11:33 AM
Hi,

You can apply a shader node by TrueArt called Normal Pass on all your objects to get world space normals. It's part of TrueArt's Node Pack which you can download free. We've been experimenting with Normal Pass to allow us to interactively enhance and even, in some cases, to completely change lighting using Fusion. Very powerful technique.

DRG

Greenlaw
09-24-2008, 11:39 AM
Correction: I'm told that we're using proprietary plug-ins for this now, but even so, our initial tests used the Normal Pass node and it worked very well once we figured out how to use it in Fusion.

DRG

H_Molla
10-01-2008, 08:06 PM
Greenlaw, can you show example of your node work flow for exporting the normal pass render output ??
do you use Dpont buffer saver as i guess ?? cause this is the only logic way till LW support that direct..