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clovis's Avatar
Old (#1)
I have a 3d max model that I created normal maps for. I know how to display the normal map in max, but when I import the model into maya for rigging purposes I can't figure out how to display the normal map in maya. I'm sure it's not too hard, just haven't had as much experience with maya. Can anyone help me out?
Offline , null, 5 Posts, Join Date Apr 2005,  
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cholden's Avatar
Old (#2)
Rendering the normal is in here
http://chrisholden.net/tutor/tutshellnorm.htm

I learned from the tutorial on Jeff Parrot's site.
Offline , veteran polycounter, 3,304 Posts, Join Date Oct 2004, Location Denver, CO Send a message via ICQ to cholden  
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thomasp's Avatar
Old (#3)
are you looking for a way to display the effect of normal maps in the viewport? that's not possible, unless you're using nvidia cg, which should be outdated by now, maya-plugin-wise.

but if you just want to check if texture stretching occurs during deformation, you could always put the normal map in as a color map in your shading network and for best visibility set the hardware texturing mode to overlay.
Offline , polycounter, 1,220 Posts, Join Date Nov 2004, Location Germany Send a message via ICQ to thomasp  
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Marine's Avatar
Old (#4)
it is possible to display normal maps in the viewport, vahl wrote a shader to do it, i lost my copy of it last time i formatted though
Offline , dedicated polycounter, 1,567 Posts, Join Date Oct 2004,  
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Whargoul's Avatar
Old (#5)
1. tangent space "normal map.Outcolour" goes into "shader.NormalCamera"

2. Turn on high quality rendering in the viewport.

Voila! No shader's needed for viewport.
Offline , triangle, 433 Posts, Join Date Oct 2004, Location Vancouver  
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