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View Full Version : Normal maps in Object space.



tyrant01
12-25-2011, 03:04 PM
Hello everyone,

First time posting here. Currently I'm trying to create a custom lighting scheme inside of UDK to support Object space normal maps. I've already gone to one end of the internet and back again only to hear "OS normals maps are not supported in UDK". I however would like to know if it's possible to setup support using the custom lighting slot on materials.

I feel as if I'm getting closer. So far I've been experimenting with the transform node. It appears to be able to convert the vectors from tangent space, local space, world space, and view space. If this is the case then I don't see how it would be a problem to change the lighting vector over to local space.

tyrant01
12-25-2011, 05:33 PM
This is where I'm at so far. I feel like I need to get the correct vectors from the object orientation.

http://dl.dropbox.com/u/24653164/1st.jpg

tyrant01
12-26-2011, 11:11 AM
Meh, I don't think I was going to right direction. Os normal maps use all three channels for different light directions. It sounds like 0,0,1 is the flat normal map by default in UDK. Somehow I need to figure out a way to allow for that third channel to have a positive and negative direction. It's so weird. I see on many forums people talking about changing the space from tangent to world. I've been playing some Skyrim lately and I noticed they have OS normal maps not only on their static assets but on their characters as well. The project I'm working on now, 99 percent of the assets are static and will not deform so It would be beneficial for us to use OS normal maps. We don't need to worry about reusing UV's or even get to far into the compression limitations that people say go with OS normal maps. If anyone has any hints I would appreciate the help. Thanks!

tyrant01
12-27-2011, 07:01 PM
Does anyone know what information the "custom lighting" slot takes? I feel like the third vector will always be pointing along the normal...