[Bf-committers] Object space normal map axis proposed change.

2013-06-14 Thread metalliandy...@googlemail.com
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
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Re: [Bf-committers] Object space normal map axis proposed change.

2013-06-14 Thread Fredrik hansson
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
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Re: [Bf-committers] Object space normal map axis proposed change.

2013-06-14 Thread Andy
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
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 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers
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 Bf-committers@blender.org
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Re: [Bf-committers] Object space normal map axis proposed change.

2013-06-14 Thread Morten Mikkelsen
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
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  Bf-committers@blender.org
  http://lists.blender.org/mailman/listinfo/bf-committers
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