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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Share custom lighting data struct with GLSL vertex & fragment shaders
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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How can I fix the rotation on a sprite normal map in Unity?
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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What's wrong with the TBN map?
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 ...
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Generation of a Voronoi noise normal map using the analytic derivative method
I'm working on a personal moon generation project using Voronoi noise, slightly modified for crater generation.
Here's the code:
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Having a problem with tangent/bitangent calculation for my meshes
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 ...
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tangents and bitangents or larger textures?
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 ...
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Dark spot glitch in normal mapping shader - WebGPU
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 ...
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Normal map lighting is just slightly off
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 ...
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Comparison of SDFs with Normal Map Rendering for 2D Sprites
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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Why does Radiosity Normal Mapping use 3 directional components and not 5?
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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How do I find the gradient of a noise value which has been re-evaluated on a curve
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 ...
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Surface normal vs tangent space
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 ...
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How to use Texture2DArray with Normal map and Normal Unpack node in Shader Graph
I am extracting Normal Map from Texture2DArray in shader graph and then converting it to normal using ...
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PBR GLSL shader incorrect lighting. Half being shaded
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, ...
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Specular reflections shine at the wrong angle when using a normal map
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 ...