Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-23 Thread Ton Roosendaal
Hi Martin,

This is the new bump commit, august 2009:
http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=21771

The patch was provided by Eeshlo, but he didn't want to maintain it  
further. It has been added on artist requests because it visually  
looked much better - at first sight - but the code never got a real  
review or quality check.

On dec 27 last year I mailed to this list a short overview of the  
problems with the new bump. We also suffered bad noisy normal  
textures in Sintel all over...

The texture code already was an evolved nightmare, and with this  
commit only became less. I rather not even attempt to understand  fix  
it anymore, but keep 2.56 code work and switch to a revamped shade/ 
texture system asap.

-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 22 Feb, 2011, at 22:58, Martin Poirier wrote:

 Before changing everything again, can we go back to the revision  
 that introduced the change in the first place and maybe understand  
 why it was done? There was probably a reason, even if it wasn't a  
 good one, understanding why might be useful.

 Martin

 --- On Tue, 2/22/11, Sean Olson seanol...@gmail.com wrote:

 From: Sean Olson seanol...@gmail.com
 Subject: Re: [Bf-committers] normal maps, red/green channel inverted
 To: bf-blender developers bf-committers@blender.org
 Received: Tuesday, February 22, 2011, 4:35 PM
 I also could not agree
 more.   Some standardization here would get
 rid of
 plenty of headaches.  To be clear, the step that I
 would like to avoid is
 under:
 GIMPing the image on this page:
 http://www.foro3d.com/f217/blender-normal-mapping-76567.html

 (It's basically just instructing to invert the green
 channel)

 http://www.foro3d.com/f217/blender-normal-mapping-76567.htmlI
 believe it
 worked this way in 2.49 and currently works this way also
 though I have not
 tested very recently.

 If I recall the results of the last mailing list
 conversation on this
 subject, the consensus was that there is no 'standard' on
 ways to do normal
 mapping so Blender's is as good as anybody else's, and is
 not technically
 'wrong'.  The problem is that most of the other apps
 have standardized in
 'the other method'.  I tried tracking the email thread
 down, but after about
 an hour of digging have given up.

 -Sean


 On Tue, Feb 22, 2011 at 12:26 PM, Morten Mikkelsen mikkels...@gmail.com 
 wrote:


 Make it standard please, nmaps are something
 that you usually share
 between softwares. no point in forcing
 headaches to users

 Daniel Salazar


 May your first born be a son and may your harvest be
 plentiful!! :)
 I could not agree more. That's exactly why this patch
 needs to go in asap.
 Normal maps are indeed typically exported between
 tools.















 2011/2/22 Knapp magick.c...@gmail.com:
 Just provide an external tool or add-on to
 fix the files. Perhaps pop
 up
 a
 warning: this file has a broken bump-map,
 run XXX to fix it.

 On Tue, Feb 22, 2011 at 7:45 PM, Thomas
 Dinges blen...@dingto.de
 wrote:

 I wouldn't do a hackish button either,
 if it works correct as in 2.49
 it's fine and all we need.

 Am 22.02.2011 19:33, schrieb Ton
 Roosendaal:
 Hi all,

 The situation is worse apparently;
 up to Blender 2.49 the normal
 maps
 were fine, but the newbump patch
 in 2.51 made red channel become
 badly inverted.

 Having it work like in 2.49 is of
 course correct. Brings up the
 question if we should provide a
 hackish button to support bad normal
 maps created in the alpha/beta
 period.

 Morton's  Mario's
 proposal is to not do this. I agree, it only
 makes
 UI uglier... :)

 -Ton-



 
 Ton Roosendaal  Blender
 Foundation   t...@blender.org
 www.blender.org
 Blender
 Institute   Entrepotdok 57A  1018AD
 Amsterdam   The
 Netherlands

 On 20 Feb, 2011, at 14:45, Dalai
 Felinto wrote:

 Instead of old Blender Normal
 maps couldn't it be invert color
 channels [tooltip: old Blender
 Normal Maps - invert red/green
 channels? Or Blender was
 really the only software out there using
 those inverted?

 I remember this being discussed
 a while ago (1year or +) but don't
 remember what was the outcome
 of it.

 --
 Dalai

 2011/2/20 Ton Roosendaalt...@blender.org:
 Hi,

 I think Carsten's proposal
 is the nicest way, even when a bit
 ugly.
 We can add a version patch
 in .blend files that sets this button
 active for all old .blends,
 but not active for newly created
 textures.

 -Ton-




 
 Ton Roosendaal
 Blender Foundation   t...@blender.org
 www.blender.org
 Blender
 Institute   Entrepotdok 57A  1018AD
 Amsterdam   The
 Netherlands

 On 19 Feb, 2011, at 23:47,
 Carsten Wartmann wrote:

 Am 19.02.2011 23:08,
 schrieb

Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-22 Thread Ton Roosendaal
Hi all,

The situation is worse apparently; up to Blender 2.49 the normal maps  
were fine, but the newbump patch in 2.51 made red channel become  
badly inverted.

Having it work like in 2.49 is of course correct. Brings up the  
question if we should provide a hackish button to support bad normal  
maps created in the alpha/beta period.

Morton's  Mario's proposal is to not do this. I agree, it only makes  
UI uglier... :)

-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 20 Feb, 2011, at 14:45, Dalai Felinto wrote:

 Instead of old Blender Normal maps couldn't it be invert color
 channels [tooltip: old Blender Normal Maps - invert red/green
 channels? Or Blender was really the only software out there using
 those inverted?

 I remember this being discussed a while ago (1year or +) but don't
 remember what was the outcome of it.

 --
 Dalai

 2011/2/20 Ton Roosendaal t...@blender.org:
 Hi,

 I think Carsten's proposal is the nicest way, even when a bit ugly.
 We can add a version patch in .blend files that sets this button
 active for all old .blends, but not active for newly created  
 textures.

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The  
 Netherlands

 On 19 Feb, 2011, at 23:47, Carsten Wartmann wrote:

 Am 19.02.2011 23:08, schrieb Dalai Felinto:
 I wonder if instead of a commandline it would be possible to do  
 this
 conversion with Python. I'm not sure of the current status of bpy  
 for
 image handling, but it would be neat to have an addon for that.

 My idea was having a Button inside the Texture Context, Image Tab
 (beneath the Normal Map Button) to use old Blender Normal maps.

 Carsten
 --
 Carsten Wartmann: Autor - Dozent - 3D - Grafik
 Homepage: http://blenderbuch.de/
 Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-22 Thread Knapp
Just provide an external tool or add-on to fix the files. Perhaps pop up a
warning: this file has a broken bump-map, run XXX to fix it.

On Tue, Feb 22, 2011 at 7:45 PM, Thomas Dinges blen...@dingto.de wrote:

 I wouldn't do a hackish button either, if it works correct as in 2.49
 it's fine and all we need.

 Am 22.02.2011 19:33, schrieb Ton Roosendaal:
  Hi all,
 
  The situation is worse apparently; up to Blender 2.49 the normal maps
  were fine, but the newbump patch in 2.51 made red channel become
  badly inverted.
 
  Having it work like in 2.49 is of course correct. Brings up the
  question if we should provide a hackish button to support bad normal
  maps created in the alpha/beta period.
 
  Morton's  Mario's proposal is to not do this. I agree, it only makes
  UI uglier... :)
 
  -Ton-
 
  
  Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
  Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
 
  On 20 Feb, 2011, at 14:45, Dalai Felinto wrote:
 
  Instead of old Blender Normal maps couldn't it be invert color
  channels [tooltip: old Blender Normal Maps - invert red/green
  channels? Or Blender was really the only software out there using
  those inverted?
 
  I remember this being discussed a while ago (1year or +) but don't
  remember what was the outcome of it.
 
  --
  Dalai
 
  2011/2/20 Ton Roosendaalt...@blender.org:
  Hi,
 
  I think Carsten's proposal is the nicest way, even when a bit ugly.
  We can add a version patch in .blend files that sets this button
  active for all old .blends, but not active for newly created
  textures.
 
  -Ton-
 
 
 
  Ton Roosendaal  Blender Foundation   t...@blender.org
 www.blender.org
  Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
  Netherlands
 
  On 19 Feb, 2011, at 23:47, Carsten Wartmann wrote:
 
  Am 19.02.2011 23:08, schrieb Dalai Felinto:
  I wonder if instead of a commandline it would be possible to do
  this
  conversion with Python. I'm not sure of the current status of bpy
  for
  image handling, but it would be neat to have an addon for that.
  My idea was having a Button inside the Texture Context, Image Tab
  (beneath the Normal Map Button) to use old Blender Normal maps.
 
  Carsten
  --
  Carsten Wartmann: Autor - Dozent - 3D - Grafik
  Homepage: http://blenderbuch.de/
  Das Blender-Buch: http://blenderbuch.de/redirect.html
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Massage in Gelsenkirchen-Buer:
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Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-22 Thread Morten Mikkelsen

 Make it standard please, nmaps are something that you usually share
 between softwares. no point in forcing headaches to users

 Daniel Salazar


May your first born be a son and may your harvest be plentiful!! :)
I could not agree more. That's exactly why this patch needs to go in asap.
Normal maps are indeed typically exported between tools.















 2011/2/22 Knapp magick.c...@gmail.com:
  Just provide an external tool or add-on to fix the files. Perhaps pop up
 a
  warning: this file has a broken bump-map, run XXX to fix it.
 
  On Tue, Feb 22, 2011 at 7:45 PM, Thomas Dinges blen...@dingto.de
 wrote:
 
  I wouldn't do a hackish button either, if it works correct as in 2.49
  it's fine and all we need.
 
  Am 22.02.2011 19:33, schrieb Ton Roosendaal:
   Hi all,
  
   The situation is worse apparently; up to Blender 2.49 the normal maps
   were fine, but the newbump patch in 2.51 made red channel become
   badly inverted.
  
   Having it work like in 2.49 is of course correct. Brings up the
   question if we should provide a hackish button to support bad normal
   maps created in the alpha/beta period.
  
   Morton's  Mario's proposal is to not do this. I agree, it only makes
   UI uglier... :)
  
   -Ton-
  
  
 
   Ton Roosendaal  Blender Foundation   t...@blender.org
 www.blender.org
   Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
 Netherlands
  
   On 20 Feb, 2011, at 14:45, Dalai Felinto wrote:
  
   Instead of old Blender Normal maps couldn't it be invert color
   channels [tooltip: old Blender Normal Maps - invert red/green
   channels? Or Blender was really the only software out there using
   those inverted?
  
   I remember this being discussed a while ago (1year or +) but don't
   remember what was the outcome of it.
  
   --
   Dalai
  
   2011/2/20 Ton Roosendaalt...@blender.org:
   Hi,
  
   I think Carsten's proposal is the nicest way, even when a bit
 ugly.
   We can add a version patch in .blend files that sets this button
   active for all old .blends, but not active for newly created
   textures.
  
   -Ton-
  
  
  
   Ton Roosendaal  Blender Foundation   t...@blender.org
  www.blender.org
   Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
   Netherlands
  
   On 19 Feb, 2011, at 23:47, Carsten Wartmann wrote:
  
   Am 19.02.2011 23:08, schrieb Dalai Felinto:
   I wonder if instead of a commandline it would be possible to do
   this
   conversion with Python. I'm not sure of the current status of bpy
   for
   image handling, but it would be neat to have an addon for that.
   My idea was having a Button inside the Texture Context, Image Tab
   (beneath the Normal Map Button) to use old Blender Normal maps.
  
   Carsten
   --
   Carsten Wartmann: Autor - Dozent - 3D - Grafik
   Homepage: http://blenderbuch.de/
   Das Blender-Buch: http://blenderbuch.de/redirect.html
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  Creative Commons Film Group, Helping people make open source movies
  with open source software!
  http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php
 
  Massage in Gelsenkirchen-Buer:
  http://douglas.bespin.org/tcm/ztab1.htm
  Please link to me and trade links with me!
 
  Open Source Sci-Fi mmoRPG Game project.
  http://sf-journey-creations.wikispot.org/Front_Page
  http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-22 Thread Sean Olson
I also could not agree more.   Some standardization here would get rid of
plenty of headaches.  To be clear, the step that I would like to avoid is
under:
GIMPing the image on this page:
http://www.foro3d.com/f217/blender-normal-mapping-76567.html

(It's basically just instructing to invert the green channel)

http://www.foro3d.com/f217/blender-normal-mapping-76567.htmlI believe it
worked this way in 2.49 and currently works this way also though I have not
tested very recently.

If I recall the results of the last mailing list conversation on this
subject, the consensus was that there is no 'standard' on ways to do normal
mapping so Blender's is as good as anybody else's, and is not technically
'wrong'.  The problem is that most of the other apps have standardized in
'the other method'.  I tried tracking the email thread down, but after about
an hour of digging have given up.

-Sean


On Tue, Feb 22, 2011 at 12:26 PM, Morten Mikkelsen mikkels...@gmail.comwrote:

 
  Make it standard please, nmaps are something that you usually share
  between softwares. no point in forcing headaches to users
 
  Daniel Salazar
 

 May your first born be a son and may your harvest be plentiful!! :)
 I could not agree more. That's exactly why this patch needs to go in asap.
 Normal maps are indeed typically exported between tools.













 
 
  2011/2/22 Knapp magick.c...@gmail.com:
   Just provide an external tool or add-on to fix the files. Perhaps pop
 up
  a
   warning: this file has a broken bump-map, run XXX to fix it.
  
   On Tue, Feb 22, 2011 at 7:45 PM, Thomas Dinges blen...@dingto.de
  wrote:
  
   I wouldn't do a hackish button either, if it works correct as in 2.49
   it's fine and all we need.
  
   Am 22.02.2011 19:33, schrieb Ton Roosendaal:
Hi all,
   
The situation is worse apparently; up to Blender 2.49 the normal
 maps
were fine, but the newbump patch in 2.51 made red channel become
badly inverted.
   
Having it work like in 2.49 is of course correct. Brings up the
question if we should provide a hackish button to support bad normal
maps created in the alpha/beta period.
   
Morton's  Mario's proposal is to not do this. I agree, it only
 makes
UI uglier... :)
   
-Ton-
   
   
  
Ton Roosendaal  Blender Foundation   t...@blender.org
  www.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
  Netherlands
   
On 20 Feb, 2011, at 14:45, Dalai Felinto wrote:
   
Instead of old Blender Normal maps couldn't it be invert color
channels [tooltip: old Blender Normal Maps - invert red/green
channels? Or Blender was really the only software out there using
those inverted?
   
I remember this being discussed a while ago (1year or +) but don't
remember what was the outcome of it.
   
--
Dalai
   
2011/2/20 Ton Roosendaalt...@blender.org:
Hi,
   
I think Carsten's proposal is the nicest way, even when a bit
  ugly.
We can add a version patch in .blend files that sets this button
active for all old .blends, but not active for newly created
textures.
   
-Ton-
   
   
  
 
Ton Roosendaal  Blender Foundation   t...@blender.org
   www.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
Netherlands
   
On 19 Feb, 2011, at 23:47, Carsten Wartmann wrote:
   
Am 19.02.2011 23:08, schrieb Dalai Felinto:
I wonder if instead of a commandline it would be possible to do
this
conversion with Python. I'm not sure of the current status of
 bpy
for
image handling, but it would be neat to have an addon for that.
My idea was having a Button inside the Texture Context, Image Tab
(beneath the Normal Map Button) to use old Blender Normal maps.
   
Carsten
--
Carsten Wartmann: Autor - Dozent - 3D - Grafik
Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-22 Thread Martin Poirier
Before changing everything again, can we go back to the revision that 
introduced the change in the first place and maybe understand why it was done? 
There was probably a reason, even if it wasn't a good one, understanding why 
might be useful.

Martin

--- On Tue, 2/22/11, Sean Olson seanol...@gmail.com wrote:

 From: Sean Olson seanol...@gmail.com
 Subject: Re: [Bf-committers] normal maps, red/green channel inverted
 To: bf-blender developers bf-committers@blender.org
 Received: Tuesday, February 22, 2011, 4:35 PM
 I also could not agree
 more.   Some standardization here would get
 rid of
 plenty of headaches.  To be clear, the step that I
 would like to avoid is
 under:
 GIMPing the image on this page:
 http://www.foro3d.com/f217/blender-normal-mapping-76567.html
 
 (It's basically just instructing to invert the green
 channel)
 
 http://www.foro3d.com/f217/blender-normal-mapping-76567.htmlI
 believe it
 worked this way in 2.49 and currently works this way also
 though I have not
 tested very recently.
 
 If I recall the results of the last mailing list
 conversation on this
 subject, the consensus was that there is no 'standard' on
 ways to do normal
 mapping so Blender's is as good as anybody else's, and is
 not technically
 'wrong'.  The problem is that most of the other apps
 have standardized in
 'the other method'.  I tried tracking the email thread
 down, but after about
 an hour of digging have given up.
 
 -Sean
 
 
 On Tue, Feb 22, 2011 at 12:26 PM, Morten Mikkelsen 
 mikkels...@gmail.comwrote:
 
  
   Make it standard please, nmaps are something
 that you usually share
   between softwares. no point in forcing
 headaches to users
  
   Daniel Salazar
  
 
  May your first born be a son and may your harvest be
 plentiful!! :)
  I could not agree more. That's exactly why this patch
 needs to go in asap.
  Normal maps are indeed typically exported between
 tools.
 
 
 
 
 
 
 
 
 
 
 
 
 
  
  
   2011/2/22 Knapp magick.c...@gmail.com:
Just provide an external tool or add-on to
 fix the files. Perhaps pop
  up
   a
warning: this file has a broken bump-map,
 run XXX to fix it.
   
On Tue, Feb 22, 2011 at 7:45 PM, Thomas
 Dinges blen...@dingto.de
   wrote:
   
I wouldn't do a hackish button either,
 if it works correct as in 2.49
it's fine and all we need.
   
Am 22.02.2011 19:33, schrieb Ton
 Roosendaal:
 Hi all,

 The situation is worse apparently;
 up to Blender 2.49 the normal
  maps
 were fine, but the newbump patch
 in 2.51 made red channel become
 badly inverted.

 Having it work like in 2.49 is of
 course correct. Brings up the
 question if we should provide a
 hackish button to support bad normal
 maps created in the alpha/beta
 period.

 Morton's  Mario's
 proposal is to not do this. I agree, it only
  makes
 UI uglier... :)

 -Ton-


  
 
 Ton Roosendaal  Blender
 Foundation   t...@blender.org
   www.blender.org
 Blender
 Institute   Entrepotdok 57A  1018AD
 Amsterdam   The
   Netherlands

 On 20 Feb, 2011, at 14:45, Dalai
 Felinto wrote:

 Instead of old Blender Normal
 maps couldn't it be invert color
 channels [tooltip: old Blender
 Normal Maps - invert red/green
 channels? Or Blender was
 really the only software out there using
 those inverted?

 I remember this being discussed
 a while ago (1year or +) but don't
 remember what was the outcome
 of it.

 --
 Dalai

 2011/2/20 Ton Roosendaalt...@blender.org:
 Hi,

 I think Carsten's proposal
 is the nicest way, even when a bit
   ugly.
 We can add a version patch
 in .blend files that sets this button
 active for all old .blends,
 but not active for newly created
 textures.

 -Ton-


   
 
 
 Ton Roosendaal 
 Blender Foundation   t...@blender.org
www.blender.org
 Blender
 Institute   Entrepotdok 57A  1018AD
 Amsterdam   The
 Netherlands

 On 19 Feb, 2011, at 23:47,
 Carsten Wartmann wrote:

 Am 19.02.2011 23:08,
 schrieb Dalai Felinto:
 I wonder if instead
 of a commandline it would be possible to do
 this
 conversion with
 Python. I'm not sure of the current status of
  bpy
 for
 image handling, but
 it would be neat to have an addon for that.
 My idea was having a
 Button inside the Texture Context, Image Tab
 (beneath the Normal Map
 Button) to use old Blender Normal maps.

 Carsten
 --
 Carsten Wartmann: Autor
 - Dozent - 3D - Grafik
 Homepage:   
      http://blenderbuch.de/
 Das Blender-Buch: http://blenderbuch.de/redirect.html

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 Bf-committers mailing
 list
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Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-22 Thread Morten Mikkelsen

 Before changing everything again, can we go back to the revision that
 introduced the change in the first place and maybe understand why it was
 done? There was probably a reason, even if it wasn't a good one,
 understanding why might be useful.


We already know exactly what is going on. We know exactly how and why the
channels have to be set. I promise you. It will conform to the standard that
is most common.
The old spaces didn't support a real binormal (meaning +/- sign was not
maintained). It was rather broken as it was. It was almost luck whether you
got one thing or another.
This is also why it was essentially useless for exporting any normal map out
of blender.
A new system has already been put in place which replaces the generated
tangent spaces. These support mirroring and
a sign +/-1 to create a bitangent with the correct orientation. This is not
something mindlessly thrown in at the last minute.









 Martin

 --- On Tue, 2/22/11, Sean Olson seanol...@gmail.com wrote:

  From: Sean Olson seanol...@gmail.com
  Subject: Re: [Bf-committers] normal maps, red/green channel inverted
  To: bf-blender developers bf-committers@blender.org
  Received: Tuesday, February 22, 2011, 4:35 PM
  I also could not agree
  more.   Some standardization here would get
  rid of
  plenty of headaches.  To be clear, the step that I
  would like to avoid is
  under:
  GIMPing the image on this page:
  http://www.foro3d.com/f217/blender-normal-mapping-76567.html
 
  (It's basically just instructing to invert the green
  channel)
 
  http://www.foro3d.com/f217/blender-normal-mapping-76567.htmlI
  believe it
  worked this way in 2.49 and currently works this way also
  though I have not
  tested very recently.
 
  If I recall the results of the last mailing list
  conversation on this
  subject, the consensus was that there is no 'standard' on
  ways to do normal
  mapping so Blender's is as good as anybody else's, and is
  not technically
  'wrong'.  The problem is that most of the other apps
  have standardized in
  'the other method'.  I tried tracking the email thread
  down, but after about
  an hour of digging have given up.
 
  -Sean
 
 
  On Tue, Feb 22, 2011 at 12:26 PM, Morten Mikkelsen mikkels...@gmail.com
 wrote:
 
   
Make it standard please, nmaps are something
  that you usually share
between softwares. no point in forcing
  headaches to users
   
Daniel Salazar
   
  
   May your first born be a son and may your harvest be
  plentiful!! :)
   I could not agree more. That's exactly why this patch
  needs to go in asap.
   Normal maps are indeed typically exported between
  tools.
  
  
  
  
  
  
  
  
  
  
  
  
  
   
   
2011/2/22 Knapp magick.c...@gmail.com:
 Just provide an external tool or add-on to
  fix the files. Perhaps pop
   up
a
 warning: this file has a broken bump-map,
  run XXX to fix it.

 On Tue, Feb 22, 2011 at 7:45 PM, Thomas
  Dinges blen...@dingto.de
wrote:

 I wouldn't do a hackish button either,
  if it works correct as in 2.49
 it's fine and all we need.

 Am 22.02.2011 19:33, schrieb Ton
  Roosendaal:
  Hi all,
 
  The situation is worse apparently;
  up to Blender 2.49 the normal
   maps
  were fine, but the newbump patch
  in 2.51 made red channel become
  badly inverted.
 
  Having it work like in 2.49 is of
  course correct. Brings up the
  question if we should provide a
  hackish button to support bad normal
  maps created in the alpha/beta
  period.
 
  Morton's  Mario's
  proposal is to not do this. I agree, it only
   makes
  UI uglier... :)
 
  -Ton-
 
 
   
  
  Ton Roosendaal  Blender
  Foundation   t...@blender.org
www.blender.org
  Blender
  Institute   Entrepotdok 57A  1018AD
  Amsterdam   The
Netherlands
 
  On 20 Feb, 2011, at 14:45, Dalai
  Felinto wrote:
 
  Instead of old Blender Normal
  maps couldn't it be invert color
  channels [tooltip: old Blender
  Normal Maps - invert red/green
  channels? Or Blender was
  really the only software out there using
  those inverted?
 
  I remember this being discussed
  a while ago (1year or +) but don't
  remember what was the outcome
  of it.
 
  --
  Dalai
 
  2011/2/20 Ton Roosendaalt...@blender.org:
  Hi,
 
  I think Carsten's proposal
  is the nicest way, even when a bit
ugly.
  We can add a version patch
  in .blend files that sets this button
  active for all old .blends,
  but not active for newly created
  textures.
 
  -Ton-
 
 

  
  
  Ton Roosendaal
  Blender Foundation   t...@blender.org
 www.blender.org
  Blender
  Institute   Entrepotdok 57A  1018AD
  Amsterdam   The
  Netherlands
 
  On 19

Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-22 Thread M.G. Kishalmi
further I plan to add

[invert image colors]
[invert red channel]
[invert green channel]
[invert blue channel]
[invert alpha channel] ???

operators to the image editor.
they can be used to adjust old bakes or imported normalmaps
and might even prove useful under other circumstances.

cheers,
 mario


On Tue, Feb 22, 2011 at 11:17 PM, Morten Mikkelsen mikkels...@gmail.com wrote:

 Before changing everything again, can we go back to the revision that
 introduced the change in the first place and maybe understand why it was
 done? There was probably a reason, even if it wasn't a good one,
 understanding why might be useful.


 We already know exactly what is going on. We know exactly how and why the
 channels have to be set. I promise you. It will conform to the standard that
 is most common.
 The old spaces didn't support a real binormal (meaning +/- sign was not
 maintained). It was rather broken as it was. It was almost luck whether you
 got one thing or another.
 This is also why it was essentially useless for exporting any normal map out
 of blender.
 A new system has already been put in place which replaces the generated
 tangent spaces. These support mirroring and
 a sign +/-1 to create a bitangent with the correct orientation. This is not
 something mindlessly thrown in at the last minute.









 Martin

 --- On Tue, 2/22/11, Sean Olson seanol...@gmail.com wrote:

  From: Sean Olson seanol...@gmail.com
  Subject: Re: [Bf-committers] normal maps, red/green channel inverted
  To: bf-blender developers bf-committers@blender.org
  Received: Tuesday, February 22, 2011, 4:35 PM
  I also could not agree
  more.   Some standardization here would get
  rid of
  plenty of headaches.  To be clear, the step that I
  would like to avoid is
  under:
  GIMPing the image on this page:
  http://www.foro3d.com/f217/blender-normal-mapping-76567.html
 
  (It's basically just instructing to invert the green
  channel)
 
  http://www.foro3d.com/f217/blender-normal-mapping-76567.htmlI
  believe it
  worked this way in 2.49 and currently works this way also
  though I have not
  tested very recently.
 
  If I recall the results of the last mailing list
  conversation on this
  subject, the consensus was that there is no 'standard' on
  ways to do normal
  mapping so Blender's is as good as anybody else's, and is
  not technically
  'wrong'.  The problem is that most of the other apps
  have standardized in
  'the other method'.  I tried tracking the email thread
  down, but after about
  an hour of digging have given up.
 
  -Sean
 
 
  On Tue, Feb 22, 2011 at 12:26 PM, Morten Mikkelsen mikkels...@gmail.com
 wrote:
 
   
Make it standard please, nmaps are something
  that you usually share
between softwares. no point in forcing
  headaches to users
   
Daniel Salazar
   
  
   May your first born be a son and may your harvest be
  plentiful!! :)
   I could not agree more. That's exactly why this patch
  needs to go in asap.
   Normal maps are indeed typically exported between
  tools.
  
  
  
  
  
  
  
  
  
  
  
  
  
   
   
2011/2/22 Knapp magick.c...@gmail.com:
 Just provide an external tool or add-on to
  fix the files. Perhaps pop
   up
a
 warning: this file has a broken bump-map,
  run XXX to fix it.

 On Tue, Feb 22, 2011 at 7:45 PM, Thomas
  Dinges blen...@dingto.de
wrote:

 I wouldn't do a hackish button either,
  if it works correct as in 2.49
 it's fine and all we need.

 Am 22.02.2011 19:33, schrieb Ton
  Roosendaal:
  Hi all,
 
  The situation is worse apparently;
  up to Blender 2.49 the normal
   maps
  were fine, but the newbump patch
  in 2.51 made red channel become
  badly inverted.
 
  Having it work like in 2.49 is of
  course correct. Brings up the
  question if we should provide a
  hackish button to support bad normal
  maps created in the alpha/beta
  period.
 
  Morton's  Mario's
  proposal is to not do this. I agree, it only
   makes
  UI uglier... :)
 
  -Ton-
 
 
   
  
  Ton Roosendaal  Blender
  Foundation   t...@blender.org
www.blender.org
  Blender
  Institute   Entrepotdok 57A  1018AD
  Amsterdam   The
Netherlands
 
  On 20 Feb, 2011, at 14:45, Dalai
  Felinto wrote:
 
  Instead of old Blender Normal
  maps couldn't it be invert color
  channels [tooltip: old Blender
  Normal Maps - invert red/green
  channels? Or Blender was
  really the only software out there using
  those inverted?
 
  I remember this being discussed
  a while ago (1year or +) but don't
  remember what was the outcome
  of it.
 
  --
  Dalai
 
  2011/2/20 Ton Roosendaalt...@blender.org:
  Hi,
 
  I think Carsten's proposal
  is the nicest way, even when a bit
ugly.
  We can add a version patch
  in .blend files that sets

Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-22 Thread Sean Olson
I recall having to do that too Daniel.  It seems like something that I have
to re-look-up every time I'm trying a workflow with outside software and
normal maps.

-Sean

On Tue, Feb 22, 2011 at 2:24 PM, Daniel Salazar - 3Developer.com 
zan...@gmail.com wrote:

 Do I remember right or you not only had to invert some channels but
 switch ones? like green with red or something? I only had to do this
 once (thankfully)

 Daniel Salazar
 www.3developer.com




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Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-20 Thread Ton Roosendaal
Hi,

I think Carsten's proposal is the nicest way, even when a bit ugly.
We can add a version patch in .blend files that sets this button  
active for all old .blends, but not active for newly created textures.

-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 19 Feb, 2011, at 23:47, Carsten Wartmann wrote:

 Am 19.02.2011 23:08, schrieb Dalai Felinto:
 I wonder if instead of a commandline it would be possible to do this
 conversion with Python. I'm not sure of the current status of bpy for
 image handling, but it would be neat to have an addon for that.

 My idea was having a Button inside the Texture Context, Image Tab
 (beneath the Normal Map Button) to use old Blender Normal maps.

 Carsten
 -- 
 Carsten Wartmann: Autor - Dozent - 3D - Grafik
 Homepage: http://blenderbuch.de/
 Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-20 Thread Dalai Felinto
Instead of old Blender Normal maps couldn't it be invert color
channels [tooltip: old Blender Normal Maps - invert red/green
channels? Or Blender was really the only software out there using
those inverted?

I remember this being discussed a while ago (1year or +) but don't
remember what was the outcome of it.

--
Dalai

2011/2/20 Ton Roosendaal t...@blender.org:
 Hi,

 I think Carsten's proposal is the nicest way, even when a bit ugly.
 We can add a version patch in .blend files that sets this button
 active for all old .blends, but not active for newly created textures.

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

 On 19 Feb, 2011, at 23:47, Carsten Wartmann wrote:

 Am 19.02.2011 23:08, schrieb Dalai Felinto:
 I wonder if instead of a commandline it would be possible to do this
 conversion with Python. I'm not sure of the current status of bpy for
 image handling, but it would be neat to have an addon for that.

 My idea was having a Button inside the Texture Context, Image Tab
 (beneath the Normal Map Button) to use old Blender Normal maps.

 Carsten
 --
 Carsten Wartmann: Autor - Dozent - 3D - Grafik
 Homepage:         http://blenderbuch.de/
 Das Blender-Buch: http://blenderbuch.de/redirect.html
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
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[Bf-committers] normal maps, red/green channel inverted

2011-02-19 Thread Morten Mikkelsen
Hi all,

Blender is exporting normal maps with red and green channel inverted
relative to the geometry we actually export with our exporters
and I would very much like to fix this. This would make blender export
normal maps which are very similar to most tools out there and it would make
sense to people trying to use them in their own engines.

What we are talking about is a very minor tweak.
There's one place that writes them and two places that read them.
I would only have to do a minor adjustment there.

It will be different from maps baked with blender previously but then that
ship has already
sailed when we gave normal maps the overhaul that we did to support
mirroring,
order-independence of faces, vertices on faces, welding etc.
So when you think about it this is a relatively minor tweak in comparison.
So I am thinking might as well do it proper.

Kaito has asked me to ask you guys if you are ok with it?


Here's hoping for the best :)

Thanks,

Morten,
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Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-19 Thread Carsten Wartmann
Am 19.02.2011 16:22, schrieb Morten Mikkelsen:
 Hi all,

 Blender is exporting normal maps with red and green channel inverted
 relative to the geometry we actually export with our exporters
 and I would very much like to fix this. This would make blender export
 normal maps which are very similar to most tools out there and it would make
 sense to people trying to use them in their own engines.

Good!

 It will be different from maps baked with blender previously but then that

This does mean that old scenes render incorrect? Just to clarify. Or 
will there be some compatibility switch?

Carsten

 Kaito has asked me to ask you guys if you are ok with it?

Who's that guy hanging around there all the time? ;-)

-- 
Carsten Wartmann: Autor - Dozent - 3D - Grafik
Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-19 Thread Morten Mikkelsen
This does mean that old scenes render incorrect? Just to clarify. Or
will there be some compatibility switch?

Mario (lmg) suggests we'll throw in a commandline for how to do batch
convert in image magic.
The inversion we're talking about corresponds to ctrl+i in photoshop btw.
It's essentially (in 8 bit): val_new = 255 - val_cur; applied to red and
green.

This will make the normals stored in the map  correspond to tangent space
generated
from the geometry we actually export in all of our exporters.

Like I said since we have already done an overhaul on how normal maps work
to get them to work properly
and support mirroring, face/face verts order-independence, welding
independence etc. We might as well be sure to get it right now.
Seems like now or never, And this is a small adjustment on the change that
is already in anyway.

Cheers,

Morten.






On Sat, Feb 19, 2011 at 7:51 AM, Carsten Wartmann c...@blenderbuch.de wrote:

 Am 19.02.2011 16:22, schrieb Morten Mikkelsen:
  Hi all,
 
  Blender is exporting normal maps with red and green channel inverted
  relative to the geometry we actually export with our exporters
  and I would very much like to fix this. This would make blender export
  normal maps which are very similar to most tools out there and it would
 make
  sense to people trying to use them in their own engines.

 Good!

  It will be different from maps baked with blender previously but then
 that

 This does mean that old scenes render incorrect? Just to clarify. Or
 will there be some compatibility switch?

 Carsten

  Kaito has asked me to ask you guys if you are ok with it?

 Who's that guy hanging around there all the time? ;-)

 --
 Carsten Wartmann: Autor - Dozent - 3D - Grafik
 Homepage: http://blenderbuch.de/
 Das Blender-Buch: http://blenderbuch.de/redirect.html
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers

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Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-19 Thread Dalai Felinto
I wonder if instead of a commandline it would be possible to do this
conversion with Python. I'm not sure of the current status of bpy for
image handling, but it would be neat to have an addon for that.

my 2 cents,
Dalai

2011/2/19 Morten Mikkelsen mikkels...@gmail.com:
This does mean that old scenes render incorrect? Just to clarify. Or
will there be some compatibility switch?

 Mario (lmg) suggests we'll throw in a commandline for how to do batch
 convert in image magic.
 The inversion we're talking about corresponds to ctrl+i in photoshop btw.
 It's essentially (in 8 bit): val_new = 255 - val_cur; applied to red and
 green.

 This will make the normals stored in the map  correspond to tangent space
 generated
 from the geometry we actually export in all of our exporters.

 Like I said since we have already done an overhaul on how normal maps work
 to get them to work properly
 and support mirroring, face/face verts order-independence, welding
 independence etc. We might as well be sure to get it right now.
 Seems like now or never, And this is a small adjustment on the change that
 is already in anyway.

 Cheers,

 Morten.






 On Sat, Feb 19, 2011 at 7:51 AM, Carsten Wartmann c...@blenderbuch.de wrote:

 Am 19.02.2011 16:22, schrieb Morten Mikkelsen:
  Hi all,
 
  Blender is exporting normal maps with red and green channel inverted
  relative to the geometry we actually export with our exporters
  and I would very much like to fix this. This would make blender export
  normal maps which are very similar to most tools out there and it would
 make
  sense to people trying to use them in their own engines.

 Good!

  It will be different from maps baked with blender previously but then
 that

 This does mean that old scenes render incorrect? Just to clarify. Or
 will there be some compatibility switch?

 Carsten

  Kaito has asked me to ask you guys if you are ok with it?

 Who's that guy hanging around there all the time? ;-)

 --
 Carsten Wartmann: Autor - Dozent - 3D - Grafik
 Homepage:         http://blenderbuch.de/
 Das Blender-Buch: http://blenderbuch.de/redirect.html
 ___
 Bf-committers mailing list
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Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-19 Thread Carsten Wartmann
Am 19.02.2011 23:08, schrieb Dalai Felinto:
 I wonder if instead of a commandline it would be possible to do this
 conversion with Python. I'm not sure of the current status of bpy for
 image handling, but it would be neat to have an addon for that.

My idea was having a Button inside the Texture Context, Image Tab 
(beneath the Normal Map Button) to use old Blender Normal maps.

Carsten
-- 
Carsten Wartmann: Autor - Dozent - 3D - Grafik
Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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