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normal map from height map.

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Im trying to create normal maps from height maps myself. I have one height map for wich i created a normal map in a third party tool (a nvidia plugin for photoshop). That normal map looks like this.
when i use this normal map for rendering the result is this.
all good.
now I try to generate the normal map myself. The best i get is this
and the rendering result is this...
I try to generate the normal map by calculating and avaraging the 6 surrounding triangles normals for every vertex. like this.
private void testCalcNormals() {
StaticTile[][] tiles = world.staticTerrain.tiles;
StaticTile tile = tiles[10][5];//one StaticTile contains a 1024x1024 heightmap and normal map among other things.

for (int x = 0; x < 1024; x++)
for (int y = 0; y < 1024; y++)

float a1 = tile.getHeight(x-1, y-1);
float a2 = tile.getHeight(x, y-1);
float a3 = tile.getHeight(x+1, y-1);
float b1 = tile.getHeight(x-1, y);
float b2 = tile.getHeight(x, y);
float b3 = tile.getHeight(x+1, y);
float c1 = tile.getHeight(x-1, y+1);
float c2 = tile.getHeight(x, y+1);
float c3 = tile.getHeight(x+1, y+1);

float w = 100f;

Vector3 A1 = v(-w,a1,-w);
Vector3 A2 = v(0,a2,-w);
Vector3 A3 = v(w,a3,-w);
Vector3 B1 = v(-w,b1,0);
Vector3 B2 = v(0,b2,0);
Vector3 B3 = v(w,b3,0);
Vector3 C1 = v(-w,c1,w);
Vector3 C2 = v(0,c2,w);
Vector3 C3 = v(w,c3,w);

Vector3 t1 = surfaceNormal(B2, A2, B3);
Vector3 t2 = surfaceNormal(B2, B3, C3);
Vector3 t3 = surfaceNormal(B2, C3, C2);
Vector3 t4 = surfaceNormal(B2, C2, B1);
Vector3 t5 = surfaceNormal(B2, B1, A1);
Vector3 t6 = surfaceNormal(B2, A1, A2);

Vector3 normal = t1.add(t2).add(t3).add(t4).add(t5).add(t6).divide(6);
tile.setNormal(x, y, normal);


private static Vector3 surfaceNormal(Vector3 c1, Vector3 c2, Vector3 c3)
Vector3 edge1 = new Vector3(c2.x - c1.x, c2.y - c1.y, c2.z - c1.z);
Vector3 edge2 = new Vector3(c3.x - c1.x, c3.y - c1.y, c3.z - c1.z);

Vector3 normal = edge1.cross(edge2);

return normal;
What am I doing wrong here? 
Thnx in Advance!
Edited by Wilhelm van Huyssteen

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Not spent much time examining your code, because there's a simpler way to calculate normals from a height map without even having to worry about the triangulation. You pretty much just pass a 3x3 sobel filter kernel over your height map data. There's some code in this link (Kenneth Gorking's post): http://devmaster.net/forums/topic/6611-heightmap-to-normal-map-conversion-question/

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If you're doing a simple average of your normals, that means that some of them are going to have negative values for X and Y. These need to be converted so that they fall in the (0,1) range, with 0.5 meaning 0. That is, multiply your X and Y components by 0.5 then add 0.5 after your normalize step. Otherwise, you end up with negative values for red or green color components, which is not what you want. A "neutral" (non-perturbed) vector in a normal map encoded like this (ie, the color representing a (0,0,1) vector relative to the normal of the face) is represented by the color (128,128,255) which is why normal maps in tangent space have that cool bluish hue.

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