IN_human
22-02-2006 09:51:35
Hi.
I'am newbie to ogre and oFusion, so be a little bit indulgent if my question seem to be stupid
I've just started working through the normal mapping tutorial and got stuck on the light pass.
Where should I get that normalisation cubemap, can I download it somewhere or generate it myself?
Is there NM shader for oFusion that uses normalize() instead of cubemap?
Lioric
22-02-2006 17:05:55
Hi and welcome aboard
You can generate the nm.dds from the nm_x.png files of your ogre sdk installation, but because we care so much for our users you can download it here
nm.dds file
Any CG or HLSL shader can be used (as long as your hardware support it), you dont need shader in a special format, just put it in the "ogre_azathoth/media/shaders/" folder of your max installation
See if the "SpecularBump" shader fit your needs, as it normalizes the passed vectors from the vertex shader, and it only needs the base map and the normal map
IN_human
23-02-2006 09:16:00
Really helpfull, thanks a lot.
praetor
23-02-2006 14:59:16
Yeah, that normalization cube map... what's it's purpose again? Is it supposed to speed up the shader? Is a texture lookup faster than a nomalize call? I'm not sure. I wrote a good normal mapping shader in RenderMonkey without the cube maps, so I'm wondering why anyone would want to use them at all?
IN_human
07-03-2006 11:36:17
I wrote a good normal mapping shader in RenderMonkey without the cube maps, so I'm wondering why anyone would want to use them at all?
I'm an animator in fact, my team is working on new project and right now there's nobody who's got an understanding on using and writing shaders, all I need is good looking character, that's why.