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 p
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 si
>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
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 :
>>This does mean that old scenes render incorre
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 Textur
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 R
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 th
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 norm
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
>
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 wrote:
> I wouldn't do a hackish button either, if it works correct as in 2.49
> it's fine and all we need.
>
> A
Make it standard please, nmaps are something that you usually share
between softwares. no point in forcing headaches to users
Daniel Salazar
2011/2/22 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 i
>
> >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.
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 g
wrote:
> From: Sean Olson
> Subject: Re: [Bf-committers] normal maps, red/green channel inverted
> To: "bf-blender developers"
> Received: Tuesday, February 22, 2011, 4:35 PM
> I also could not agree
> more. Some standardization here would get
> rid of
> plenty of h
orientation. This is not
something mindlessly thrown in at the last minute.
>
> Martin
>
> --- On Tue, 2/22/11, Sean Olson wrote:
>
> > From: Sean Olson
> > Subject: Re: [Bf-committers] normal maps, red/green channel inverted
> > To: "bf-blender developers&
ace 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
>>
>>
gt;> 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.
&
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 onl
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 wrote:
>
>> From: Sean Olson
>> Subject: Re: [Bf-committers] no
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