Difference between revisions of "Spherical Normal maps"

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== Planar sculpt maps work just fine on all [[PRIM_SCULPT_TYPE_SPHERE]] sculpted prims ==
Normal maps are different between Flat faces, Spherical prim faces and Sculpted Prims: Spherical prim faces require a rotation by 90° that can be tricky for some textures, like spherical world normal maps:


[http://secondlife.com/app/image/3e9211d6-c42d-a9ff-95b9-5c1ab349ed38/2 3e9211d6-c42d-a9ff-95b9-5c1ab349ed38] or [http://secondlife.com/app/image/1e266b9c-f842-865f-9eb2-39b43e30cb75/2 1e266b9c-f842-865f-9eb2-39b43e30cb75]  
== Planar sculpt maps work just fine on all [[PRIM_SCULPT_TYPE_SPHERE]] sculpted prims, but they do not work on prim spheres ==


Using .werkkzeug3 [https://mega.co.nz/#!s0UHSKTJ!BqybVjWr8wdfYTNePdS5bhonAJkZh3P_2YAvPEtCvVU] to make these normal maps for spherical prims needs the following command chain:
[http://secondlife.com/app/image/3e9211d6-c42d-a9ff-95b9-5c1ab349ed38/2 3e9211d6-c42d-a9ff-95b9-5c1ab349ed38] will not work on prim spheres because they have their poles on the left and right side of an unrotated texture. But rotating a normal map changes the normal map, rotating a normal map by 180° inverts it.
 
Using .werkkzeug3 [https://mega.co.nz/#!s0UHSKTJ!BqybVjWr8wdfYTNePdS5bhonAJkZh3P_2YAvPEtCvVU] to make maps for spherical prims from a height map needs the following command chain:


(double right klick in the lower window to add a function, they are chained from top to bottom loke these functions:)
(double right klick in the lower window to add a function, they are chained from top to bottom loke these functions:)
* Import: (a .png height map image that has the north pole facing up and that has high parts white and low parts black)
* Rotate: With "angle" set to -0.250, rotating 90° to the right!
* Normal: 3d (flat will be red, hills are green on the lower side)
* HSCB: With 0.600 as "hue" parameter, making "flat" BLUE.
* Rotate: With "angle" set to 0.250, rotating 90° to the left.
== This Purple-rotated normal map works on sculpt spheres and prim spheres, but not on flat prim faces: ==
[http://secondlife.com/app/image/1e266b9c-f842-865f-9eb2-39b43e30cb75/2 1e266b9c-f842-865f-9eb2-39b43e30cb75]


* Import: (a .png height map image that has the north pole facing up and that has high parts white and low parts black)
* Import: (a .png height map image that has the north pole facing up and that has high parts white and low parts black)
Line 11: Line 23:
* Rotate: With "angle" set to 0.250, rotating 90° to the left.
* Rotate: With "angle" set to 0.250, rotating 90° to the left.
* Normal: 3d (flat will be red, hills are green on the lower side)
* Normal: 3d (flat will be red, hills are green on the lower side)
* HSCB: With 0.800 as "hue" parameter, making "flat" PURPLE.
* HSCB: With 0.800 as "hue" parameter, making "flat" PURPLE. (0.8 is correct here, it is purple after all)
 
The normal map must be rotated by 270 in second life.


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Revision as of 12:03, 28 August 2014

Normal maps are different between Flat faces, Spherical prim faces and Sculpted Prims: Spherical prim faces require a rotation by 90° that can be tricky for some textures, like spherical world normal maps:

Planar sculpt maps work just fine on all PRIM_SCULPT_TYPE_SPHERE sculpted prims, but they do not work on prim spheres

3e9211d6-c42d-a9ff-95b9-5c1ab349ed38 will not work on prim spheres because they have their poles on the left and right side of an unrotated texture. But rotating a normal map changes the normal map, rotating a normal map by 180° inverts it.

Using .werkkzeug3 [1] to make maps for spherical prims from a height map needs the following command chain:

(double right klick in the lower window to add a function, they are chained from top to bottom loke these functions:)

  • Import: (a .png height map image that has the north pole facing up and that has high parts white and low parts black)
  • Rotate: With "angle" set to -0.250, rotating 90° to the right!
  • Normal: 3d (flat will be red, hills are green on the lower side)
  • HSCB: With 0.600 as "hue" parameter, making "flat" BLUE.
  • Rotate: With "angle" set to 0.250, rotating 90° to the left.

This Purple-rotated normal map works on sculpt spheres and prim spheres, but not on flat prim faces:

1e266b9c-f842-865f-9eb2-39b43e30cb75

  • Import: (a .png height map image that has the north pole facing up and that has high parts white and low parts black)
  • Color: "Mode" set to "invert" (most normal maps in .werkkzeug need inverted height maps.)
  • Rotate: With "angle" set to 0.250, rotating 90° to the left.
  • Normal: 3d (flat will be red, hills are green on the lower side)
  • HSCB: With 0.800 as "hue" parameter, making "flat" PURPLE. (0.8 is correct here, it is purple after all)

The normal map must be rotated by 270 in second life.


A PRIM_TYPE_SPHERE normal map for a sphere prim must be rotated by 90°:

but green must still be on the upper side of a hill like here: ab6adc27-e101-9d3a-1097-088104c1f607

Its flat normal-color is bright blue. green must be on top of ah hill. red must be in the lower right of a hill. blue must be in the lower left of a hill.

Using .werkkzeug3 to make these normal maps for spherical prims needs the following command chain:

  • Import: (a .png height map image that has the north pole facing up and that has high parts white and low parts black)
  • Normal: 3d (flat will be red, hills are green on the lower side)
  • Rotate: With "angle" set to 0.250, rotating 90° to the left.
  • HSCB: With 0.600 as "hue" parameter, making "flat" blue.

(there is no "Color: invert" here and we rotate AFTER makign the normal map!)