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Per Pixel / Normal Mapping Tutorial v1.1.. #30248
07/12/04 12:34
07/12/04 12:34
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline OP
Serious User
Drew  Offline OP
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
****** UPDATED ****** v1.1

*Added info on converting textures to normal maps, which works great. Plus an amazing link so people can get versions going for other 3D apps...

Here's the first version of my "Normal Mapping / Per Pixel shading" Tutorial. Its based on Matt Aufderheide's perpixel code and took me a while to get it out to A6
So, its a work in progress, this is the first technique I came up with that works. Please help expand and improve it!

Im not a shader coder, so Im sorry If I can't answer the technical questions, but Im sure the gurus are watching and answering...

I've also included 2 crate models, each with a norm map.
One has just a norm map for surreal editor, the other has a 32bit alpha specular map for my tutorial...

grab it Here:
TUTORIAL .zip

Playable tech demo:
Demo

killer Normal mapping link:
http://sv3.3dbuzz.com/vbforum/showthread.php?s=&threadid=77037

please share screens and demos!
Drew



Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30249
07/12/04 20:36
07/12/04 20:36
Joined: Oct 2000
Posts: 1,543
Germany
A
Alexander Esslinger Offline
Senior Developer
Alexander Esslinger  Offline
Senior Developer
A

Joined: Oct 2000
Posts: 1,543
Germany
How about calling it "per pixel diffuse lighting", instead of normalmapping? The later one would be a model with a normal map applied .

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Alexander Esslinger] #30250
07/12/04 21:09
07/12/04 21:09
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
Senior Expert
Dan Silverman  Offline
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
Quote:

How about calling it "per pixel diffuse lighting", instead of normalmapping? The later one would be a model with a normal map applied .




Possibly because there is a model in there that has a normal map applied?


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30251
07/12/04 21:10
07/12/04 21:10
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
Senior Expert
Dan Silverman  Offline
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
Thanks, Drew! I will be working through this one when I can find the time ... Time! Time! Wherefore art thoyu, Time!


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Dan Silverman] #30252
07/13/04 00:55
07/13/04 00:55
Joined: Oct 2000
Posts: 1,543
Germany
A
Alexander Esslinger Offline
Senior Developer
Alexander Esslinger  Offline
Senior Developer
A

Joined: Oct 2000
Posts: 1,543
Germany
Quote:

Possibly because there is a model in there that has a normal map applied?



I guess you know how a normal map looks like, Dan... which model has one then? ...none, else it would be blue... but I don't want to make this more offtopic.

I look though the tutorial aswell when I have time.

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30253
07/13/04 03:47
07/13/04 03:47
Joined: Jul 2004
Posts: 31
Rendering on a Pipeline
Buluen Offline
Newbie
Buluen  Offline
Newbie

Joined: Jul 2004
Posts: 31
Rendering on a Pipeline
Hooray! just what ive been waiting for

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Buluen] #30254
07/13/04 04:07
07/13/04 04:07
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline OP
Serious User
Drew  Offline OP
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Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Alexander-
It is a Normal mapping tutorial that uses perpixel lighting to shade. If you read the tutorial you see it 80% normal map generation, and 20% applying the perpixel shader... hehehe you wont see the blue texture unless you open the tutorial... its not a texture you are supposed to see in screenshots, its the shading. The perpixel lighting uses the normal map to create the perpixel shading...every object you see has normal mapping AND perpixel lighting...
Im confused why you think it isnt a normal mapping tutorial?



Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30255
07/13/04 06:00
07/13/04 06:00
Joined: Apr 2004
Posts: 83
DWilki Offline
Junior Member
DWilki  Offline
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Joined: Apr 2004
Posts: 83
Thanks Drew. I really appreciate the tutorial and examples. I especially appreciate the work put into the point lights. One of the problems I was having was that I couldnt get the location of the standard WED lights. This is a much better solution.

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: DWilki] #30256
07/13/04 07:29
07/13/04 07:29
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline OP
Serious User
Drew  Offline OP
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Thats all Matt, he deserves the thanks... wouldn't really be useful without it!

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30257
07/13/04 20:24
07/13/04 20:24
Joined: Aug 2002
Posts: 375
Germany
Salva Offline
Senior Member
Salva  Offline
Senior Member

Joined: Aug 2002
Posts: 375
Germany
Hi Drew!

I have download this tutorial and tried this effect in my [test level], I have used different models. now
I have seen that the models that locate near to the center, (where the two green lines in WED are crossed) then the model comes illuminated or if the model locates on the Y+ line or Y- then comes illuminated only from the side that has turned toward the center, while the part of behind is completely black! if I move the model on the X line or I remove it from the center then is seen all black!
from what does it depend? I have an ATI Radeon 9000 graphiccard 64 MB

However very nice work!


Greet
Salva

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