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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 ...
Grinding For Reputation's user avatar
1 vote
1 answer
161 views

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 ...
Jernious's user avatar
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1 answer
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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
1 vote
1 answer
127 views

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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1 answer
124 views

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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0 answers
58 views

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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1 answer
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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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1 answer
137 views

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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0 answers
217 views

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 ...
GPWR's user avatar
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1 answer
264 views

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 ...
Raildex's user avatar
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1 answer
98 views

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
1 vote
1 answer
219 views

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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1 answer
3k views

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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0 answers
446 views

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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1 answer
2k views

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 ...
Martin's user avatar
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