sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

Normal buffer render


Recommended Posts

In this thread Robert showed me how I can generate an image suitable for normal decals. The image of a cylinder and sphere on a flat plane is his example. Note that the flat plane RGB value is 128, 128, 255.

 

The image of a series of troughs in a flat plane is my first attempt. The problem is that the RGB value for the flat plane is now 112, 112, 255 which shows up as a difference in shading at the decal edge.

 

So I started to debug this and I got an unexpected result. I moved the cylinder out of the field of view in Robert's example, re-rendered and the flat plane RGB is still 128,128,255 but when I put back the cylinder and moved the sphere, the flat plane is now 118, 118, 255. When moved both the cylinder and sphere and rendered only the flat plane it now has a value of 2,2,255.

 

Now I don't pretend to know the first thing about generating normal buffers but shouldn't a flat plane, normal to an orthogonal camera generate 128, 128, 255 every time?

 

This is not a show-stopper, it's relatively easy to fill in the surrounding with the correct RGB and do some filtering to blur the edges. So I have the decal I want but I'd like to understand this phenomena for potential future work arounds.

normals_cyl_sphere.jpg

normal_troughs.jpg

normals_sphere.jpg

normals_cyl.jpg

normals_plane.jpg

Link to comment
Share on other sites

  • Replies 5
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

  • Hash Fellow

Might this have anything to do with a buffer being "normalized"... being stretched so that its high and low are as close to 0 and 1.0 as possible?

 

Not that that is necessarily right for a Normal buffer...?

Link to comment
Share on other sites

Pardon my ignorance but what is a normal buffer ? I've used shadows only in the past but have no idea what a normal buffer is or what it would be used for ?

regards

simon

 

There are more possibilities, but in this case it would be used as a normal-map, which is another type of height-map like Bump- or Displacementmaps.

You can use it to create normal maps of very detailed parts of your model and can get rid of many patches afterwards.

 

I am not totally sure when it really will lower rendertimes, but we will see.

 

See you

*Fuchur*

Link to comment
Share on other sites

Someone called? :)

 

You are right Rodger that a flat plane should be 128 128 255, no matter what else is in the field of view. Why it isn't? I don't know and this is a case where I would need to trace the code execution through a debugger to figure it. It is either a bug or a kind of tone mapping post process applied to the normal buffer. Try another file format maybe?

 

As a remedy, you can always scale the values using the "Curves" or "Levels" tools in Photoshop. Doing that, you would get better rescaling precision if you could save the normal map in a format that support 16bits per channel. Although, in this case, since the span of the values are larger than the ones you need, I don't think you would loose a lot of normal information by going 8bits per channel.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...