[Bf-committers] Object space normal map axis proposed change.
Hy everyone, I would like to propose a change the the axis configuration that is currently used when baking to object space normal maps. What does everyone think about changing it so that the axis matches the one for the tangent space normal maps (X+ Y+ Z+)? Currently the OS maps use a very odd configuration so if anyone wants to use them in other applications, or as something like a selection/direction mask while texturing, they have to do some very complicated channel flipping and swapping within Photoshop which is confusing even to experienced users. Cheers, -Andy ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Object space normal map axis proposed change.
a better option imo would be to give 3 small dropdown boxes under the object space selection or somewhere similar to the user where you can pick what goes where so you set it to match your target application From: metalliandy...@googlemail.com metalliandy...@googlemail.com To: bf-committers@blender.org bf-committers@blender.org Sent: Friday, June 14, 2013 10:50 AM Subject: [Bf-committers] Object space normal map axis proposed change. Hy everyone, I would like to propose a change the the axis configuration that is currently used when baking to object space normal maps. What does everyone think about changing it so that the axis matches the one for the tangent space normal maps (X+ Y+ Z+)? Currently the OS maps use a very odd configuration so if anyone wants to use them in other applications, or as something like a selection/direction mask while texturing, they have to do some very complicated channel flipping and swapping within Photoshop which is confusing even to experienced users. Cheers, -Andy ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Object space normal map axis proposed change.
Yea, I think that this would also be a great idea. It would also good for the tangent space map too so that people can flip the green (Y+ to Y-) for when they are using game engines such as UDK or CryENGINE. On 14 Jun 2013, at 09:58, Fredrik hansson fredrikhansson_12...@yahoo.com wrote: a better option imo would be to give 3 small dropdown boxes under the object space selection or somewhere similar to the user where you can pick what goes where so you set it to match your target application From: metalliandy...@googlemail.com metalliandy...@googlemail.com To: bf-committers@blender.org bf-committers@blender.org Sent: Friday, June 14, 2013 10:50 AM Subject: [Bf-committers] Object space normal map axis proposed change. Hy everyone, I would like to propose a change the the axis configuration that is currently used when baking to object space normal maps. What does everyone think about changing it so that the axis matches the one for the tangent space normal maps (X+ Y+ Z+)? Currently the OS maps use a very odd configuration so if anyone wants to use them in other applications, or as something like a selection/direction mask while texturing, they have to do some very complicated channel flipping and swapping within Photoshop which is confusing even to experienced users. Cheers, -Andy ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Object space normal map axis proposed change.
This could be done of course but there are some problems like the fact that the object space map doesn't necessarily come from file. It could be procedurally generated or just a bake in which case the sampler isn't supposed to swizzle. Also the texture sampler at least at this point in time doesn't know if it's an object space or a tangent space normal map. So though it can be done someone would have to work out all the corner cases. On Fri, Jun 14, 2013 at 2:16 AM, Andy metalliandy...@googlemail.com wrote: Yea, I think that this would also be a great idea. It would also good for the tangent space map too so that people can flip the green (Y+ to Y-) for when they are using game engines such as UDK or CryENGINE. On 14 Jun 2013, at 09:58, Fredrik hansson fredrikhansson_12...@yahoo.com wrote: a better option imo would be to give 3 small dropdown boxes under the object space selection or somewhere similar to the user where you can pick what goes where so you set it to match your target application From: metalliandy...@googlemail.com metalliandy...@googlemail.com To: bf-committers@blender.org bf-committers@blender.org Sent: Friday, June 14, 2013 10:50 AM Subject: [Bf-committers] Object space normal map axis proposed change. Hy everyone, I would like to propose a change the the axis configuration that is currently used when baking to object space normal maps. What does everyone think about changing it so that the axis matches the one for the tangent space normal maps (X+ Y+ Z+)? Currently the OS maps use a very odd configuration so if anyone wants to use them in other applications, or as something like a selection/direction mask while texturing, they have to do some very complicated channel flipping and swapping within Photoshop which is confusing even to experienced users. Cheers, -Andy ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers