bukary on 7/5/2005 at 10:02
I wanted to make some textures for T3Ed. Unfortunately, I've run into a very nasty problem with normal maps.
I save texture as "texture_D.dds" and normal map as "texture_N.dds". Then I create proper material in max and export it into T3Ed. Everything seems to work OK. Everything... except normal maps. :(
- Here are my texture DDS save settings:
Save Format: dds dxt1, rgb, no alpha, 2d texture
MIP Map Generation: no mip maps
Normal map settings: wrap, 4 sample, average rgb, image type: color map
- And here are normal map nVidia filter and DDS save settings:
nVidia filter:
Height Generation: wrap, 4 sample, scale: 5-15
Height Source: average rgb
DDS save settings:
Save Format: dds dxt1, rgb, no alpha, 2d texture
MIP Map Generation: no mip maps
Normal map settings: convert to tangent space, wrap, 4 sample, average rgb, image type: Tangent Space.
And the result:
Inline Image:
http://img211.echo.cx/img211/5713/textura14bq.jpgInline Image:
http://img168.echo.cx/img168/8599/textura21nt.jpgAs you can see, the problem is visible MOSTLY in dark areas. Do not pay attention to the texture quality (I used old texture from CL in my example, because the problem is very clear here). It's the same with better textures. I guess it has something to do with DDS and filter settings. If I use SCALE:1 in nVidia filter, everything looks OK in dark areas. But the texture is, obviously, too plain (there are almost no bumps).
Can anyone help me? What are your filter settings?
Ziemanskye on 7/5/2005 at 14:01
just to check something - are you creating the Material as an Ion Shader in Max 5.1, as per the readme? And have you set any of the material properties? [Maybe the rug-like effect is some kind of Detail Texture at close range, because the material type thinks it's cloth or something]
bukary on 7/5/2005 at 16:13
Quote Posted by Ziemanskye
just to check something - are you creating the Material as an Ion Shader in Max 5.1, as per the readme? And have you set any of the material properties? [Maybe the rug-like effect is some kind of Detail Texture at close range, because the material type thinks it's cloth or something]
I am almost certain that my problem has nothing to do with max.
I've made another texture with slightly different settings. It's the same:
In light:
Inline Image:
http://img182.echo.cx/img182/5826/ceg16fs.jpgIn darkness:
Inline Image:
http://img235.echo.cx/img235/8601/ceg23ex.jpgIf there's anyone who uses nVidia filter... could you tell me what are your filter settings? Thanks in advance!
BTW, I've also tried rotating normal map and brush. It does not help. :(
toolman on 7/5/2005 at 22:02
Weird. Can you dump the diffuse & normal somewhere so I can take a look?
bukary on 8/5/2005 at 11:24
Quote Posted by toolman
Weird. Can you dump the diffuse & normal somewhere so I can take a look?
Unfortunately, I don't know any place where I could upload these...
Crispy on 8/5/2005 at 11:32
If you email them to me (crispiness at fastmail.fm) I'll be happy to upload them for you.
Ziemanskye on 8/5/2005 at 13:50
Yet another stupid question, but how are you creating the normal maps?
If you are converting a heightmap then maybe the problem is that you are converting from a DXT1, which is a slightly lossy conversion, but because of the aproximated colours is maybe enough to give the banding artifacts on the normal map.
bukary on 8/5/2005 at 17:30
Quote Posted by Ziemanskye
Yet another stupid question, but how are you creating the normal maps?
If you are converting a heightmap then maybe the problem is that you are converting from a DXT1, which is a slightly lossy conversion, but because of the aproximated colours is maybe enough to give the banding artifacts on the normal map.
I save my texture as .DDS (with settings described in my first post in this thread), then I run Nvidia filter (with settings described in my first post). Is this the wrong way of creating normal maps? What should I do?
I am certain that the problem is with my abilities and Nvidia filter. If I create normal map with GIMP filter, it looks OK in T3Ed. Unfortunately, I cannot save my map as DTX1 in GIMP (this option is inactive in my GIMP; I don't know why).
I sent material library, texture and normal map (created with Nvidia filter) to Crispy.
OrbWeaver on 8/5/2005 at 17:34
Quote Posted by bukary
I am certain that the problem is with my abilities and Nvidia filter. If I create normal map with GIMP filter, it looks OK in T3Ed. Unfortunately, I cannot save my map as DTX1 in GIMP (this option is inactive in my GIMP; I don't know why).
I notice that if you open a DDS in GIMP, create a normal map and then try to save it, the DXT1 option is inactive. However, if you open an original BMP or PNG texture to create a normalmap from, you can save it as a DXT1.
However, it seems that the GIMP DDS export writes broken Mipmaps (they are all black apart from the main surface), so you have to use the NVIDIA tool anyway.