problem of generation Height map

2 replies [Last post]
User offline. Last seen 2 years 14 weeks ago.
Posts: 4

hello,

I have a problem with my height map, I have a veining over so that!

my normal map and occlusion map are good. I used the cage of Xnormal,

here is a link with files and settings in which I recorded.

http://dl.dropbox.com/u/16416669/face.zip

Here the image to see what happens with the normal map that is good

thank you in advance for your answers

++Chris

User offline. Last seen 2 days 13 hours ago.
Posts: 603

A height map represents the distance along the normal between the LP and the HP. It's not the same than a displacement map unless you subdivide the LP manually.

 

Soo.... you probably just need to pass the LP subdivided a bit to avoid that vein/faceted aspect... but remember a LP should be a LP so don't pass a zillion polys or you'll have problems... just subd 2 or 3 times until the veins disappear more or less.

 

On the other hand, pls notice xNormal outputs the height map usually normalized in range [0.0f,1.0f] ( or 0-255 in the case of a TGA ), so you'll probably need to bias ( hSigned=h*2-1) it in your shader ( 0,5 center luminance in 3dsmax ). The 3.17.4 can output raw floating point values too.

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http://www.xnormal.net

http://santyhammer.blogspot.com

http://www.ratgpu.com

User offline. Last seen 2 years 14 weeks ago.
Posts: 4

Hello jogshy!

I like your app, I use it often enough! good luck in this development!!

(sorry for my english!)

 

++Chris

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