kremiansky Posted June 8, 2017 Share Posted June 8, 2017 Hi all, Not quite sure which coordinates by default Houdini Mantra uses for normal map, is it +X +Y -Z? I'm exporting Open GL normal maps from Substance Painter which were working like a charm in Maya, but seem not to be working correctly in Houdini? Here's the comparison for other softwares. Thanks! Software Red Green Blue 3ds Max X+ Y- Z+ Blender X+ Y+ Z+ CryENGINE X+ Y- Z+ Maya X+ Y+ Z+ Modo X+ Y+ Z+ Source X+ Y- Z+ Toolbag X+ Y+ Z+ Unity X+ Y+ Z+ Unreal Engine X+ Y- Z+ Quote Link to comment Share on other sites More sharing options...
schiho Posted June 13, 2017 Share Posted June 13, 2017 Too less information to solve your problem from my standpoint, do you have an example file? Quote Link to comment Share on other sites More sharing options...
jimmay Posted June 15, 2017 Share Posted June 15, 2017 (edited) The first thing to do is make sure that the Texture Color Space is set to Linear, for images where "flat" or unperturbed is defined as 0.5 float (or 127/128 in 8-bit channels). I've had PNG's bite me that way before, where the file had a nonlinear gamma or something, and you just get "wrongness". I'm fairly certain that Houdini uses +X +Y (on my Displacement Texture VOP node, both "Flip" checkboxes are off.) This is, in terms of the appearance of the channels in Photoshop, "lit from the right" in X (red) and "lit from the top" in Y (green). I can't speak to the Z blue channel, as its effects are really subtle, so if the blue channel were "wrong" in the textures I've been using, I wouldn't necessarily know by looking. My current normal maps use 1.0 (255) for unperturbed, and range down to 128 for maximum perturbation, though mine are derived mine from the X and Y channel. I would expect it to be +Z if for no other reason that it would be arbitrary to make that one -Z just to be contrary I'm also assuming tangent space normals here. Edited June 15, 2017 by jimmay Quote Link to comment Share on other sites More sharing options...
kremiansky Posted June 26, 2017 Author Share Posted June 26, 2017 On 6/16/2017 at 0:48 AM, jimmay said: The first thing to do is make sure that the Texture Color Space is set to Linear, for images where "flat" or unperturbed is defined as 0.5 float (or 127/128 in 8-bit channels). I've had PNG's bite me that way before, where the file had a nonlinear gamma or something, and you just get "wrongness". I'm fairly certain that Houdini uses +X +Y (on my Displacement Texture VOP node, both "Flip" checkboxes are off.) This is, in terms of the appearance of the channels in Photoshop, "lit from the right" in X (red) and "lit from the top" in Y (green). I can't speak to the Z blue channel, as its effects are really subtle, so if the blue channel were "wrong" in the textures I've been using, I wouldn't necessarily know by looking. My current normal maps use 1.0 (255) for unperturbed, and range down to 128 for maximum perturbation, though mine are derived mine from the X and Y channel. I would expect it to be +Z if for no other reason that it would be arbitrary to make that one -Z just to be contrary I'm also assuming tangent space normals here. yep, tangent space normals, should've mentioned that, although I think object space normals work with same system. Quote Link to comment Share on other sites More sharing options...
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