PDA

View Full Version : normal map brightess/contrast


Ruz
04-14-2006, 03:25 AM
does this make any difference whatsoever to the output. I am guessing not here

MoP
04-14-2006, 03:46 AM
Think about it, if you change the brightness or contrast you're changing the RGB values, and the normals are derived from the RGB values...

Ruz
04-14-2006, 05:19 AM
guess I should have thought about that more:)

Eric Chadwick
04-14-2006, 09:07 AM
You can do it, works OK but not great. Just make sure to renormalize afterwards or your specular may get screwed.

malcolm
04-14-2006, 09:13 PM
Correct me if I'm wrong, but doesn't adjusting the contrast of the blue channel make the bump depth deeper?

MoP
04-15-2006, 02:06 AM
Yep, that's correct. Gotta be careful though, if you get too dark on the blue channel it can look really odd on the model.

poopinmymouth
04-15-2006, 02:37 PM
I have three different Actions for this.

One auto levels each channel independantly, then backs off to 10% using the edit fade command. One does the same thing but only backs off to 20%, and the third backs it off to 30%.

It does indeed alter the normals when you change the RGB, but sometimes you want that, and it makes it read better in game. This works much better on organic stuff, I always leave my mechanical stuff as is, other than fixing errors.

http://www.mr-chompers.com/images/poop.gif (http://www.poopinmymouth.com)