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Paul C Skertich

What are these showing in my normal map (Forward Rendering)

9 posts in this topic

When I output the normal map this shows up:




Would this be a normal issue inside the mesh? Funny how Brazynsoft checks to see if the parameter of cumpute normals is true or false. If not then it uses the normals from the mesh. I'm using the normals from the mesh.


The shader:

output.normal = mul(input.normal, (float3x3)worldMatrix); //-- worldMatrix is the model's world matrix.
output.tangent = mul(input.tangent, (float3x3)worldMatrix);


float3 normalmap = Textures[1].Sample(ss, input.texcoord);
normalmap = 2.0f * normalmap - 1.0f;

input.normal  = normalize(input.normal);
input.tangent = normalize(input.tangent - dot(input.tangent, input.normal) * input.normal);
float3 biTangent  = cross(input.tangent, input.normal);
float3x3 texSpace = float3x3(biTangent, input.Tangent, input.normal);

input.normal = normalize(mul(normalmap, texSpace));

Or possibly this could be a result of the normal map its self.


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What I got was this :



Top view:




Left View



Bottom View



What colors am I looking for exactly?


I changed the PS code to be like you mentioned:

        input.normal = normalize(input.normal) * 0.5f + 0.5f;
	input.tangent = normalize(input.normal) * 0.5f + 0.5f;
	//input.tangent = normalize(input.tangent - dot(input.tangent, input.normal) * input.normal);

	float3 B = cross(input.normal,input.tangent);
	float3x3 texspace = float3x3(input.tangent,B,input.normal);
         input.normal = mul(normalmap,texspace);

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Sorry, those bullet points were 4 different suggestions. Edit the pixel shader to output just one of those bullet points at a time, so you can visualize each bit of input data by itself.


Your original screenshot shows a discontinuity in the data. Either the normal map, the model's normals or the model's tangents are likely to blame.

By editing the shader 3 times to output just one of those variables at a time, you can find the source of this discontinuity.

Edited by Hodgman

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By discontinuuity what do you mean? Non-consistant?


This is the image of the normal as a color:


The hard edge is considered a discontinuity?


Normal map



input.normal as color

[attachment=23429:Snapshot1 - Copy (2).jpg]


input.tangent as color


[attachment=23430:Snapshot1 - Copy.jpg]


I'm sorry for uploading so many photos just trying to understand what you mean by discontinuity and how to debug something later in the future.




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By the way the tangent looks like - it looks like that's an issue because the normnal and the normal map gradually continues and doesn't abruplty go into a orange color like the tangent image does. What do you think?


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This is the tangent rendered out without using color


[attachment=23432:Snapshot1 - Copy (3).jpg]


The black and the abruptness of colors I would suspect to be a issue in the tangents. So possibly I would have to re-calculate the tangents by using the normals inside the mesh.


This is the tangent data calculated.




The same edges appear as top of this thread. So possibly recacluating the tangent data would do some good.




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