kensonuken Posted March 10, 2009 Share Posted March 10, 2009 im trying to use tspace Normal maps on the character and I am looking to render out the perlight outputs... when Im plugging the Nout from the tspace nodes Im not able to get the expected output... at the same time Im not getting the errors either... pls tell me how to fix this... ZBrush_Normal.rar Quote Link to comment Share on other sites More sharing options...
kensonuken Posted March 11, 2009 Author Share Posted March 11, 2009 pls help me... it gonna save tons of my time Quote Link to comment Share on other sites More sharing options...
kensonuken Posted March 11, 2009 Author Share Posted March 11, 2009 but why does this vop doesnt give errors but showing wrong output... pls help me Quote Link to comment Share on other sites More sharing options...
kensonuken Posted March 14, 2009 Author Share Posted March 14, 2009 It saves tons of my render time.. I just cannot afford using displacement maps for each and everything... pls help me... in solving this... Quote Link to comment Share on other sites More sharing options...
Alanw Posted March 16, 2009 Share Posted March 16, 2009 In your HIP the tangent space normals were plugged into the illum loop subnet, but you never provided them to the proper functions inside the subnet. Specifically diffuse + specular shadeops must be provided with Normals or they base their computations off the default Normal instead of your custom tangent space normals. If you right-click on Peter's Asset you can view his code in the Type Properties window. Houdini's default VOP nodes also behave this way. vector $myN = $isconnected_nfN != 0 ? $nfN : normalize(frontface(N,I)); I've re-attached your HIP by itself. It looks like you also may have accidentally forgot to "promote parameters" on the SHOP Material since it was rendering with Mandril.pic instead of your tangent map. Alan perlightIllum_normal_maps.zip Quote Link to comment Share on other sites More sharing options...
kensonuken Posted March 17, 2009 Author Share Posted March 17, 2009 hi alan its working great but with strange artifacts on specular the render consists of couple of chopped specular values. I am just expecting that the Normal values are not getting evaluated well in spec can u please have a look on it.. Quote Link to comment Share on other sites More sharing options...
Alanw Posted March 18, 2009 Share Posted March 18, 2009 hi alan its working great but with strange artifacts on specular the render consists of couple of chopped specular values. I am just expecting that the Normal values are not getting evaluated well in spec can u please have a look on it.. I don't think there's anything in the code itself that could account for that. It's probably the normal map, or seams from the UV's. Quote Link to comment Share on other sites More sharing options...
Serg Posted March 27, 2009 Share Posted March 27, 2009 I have been integrating this normal map shader into our pipeline, I found that large portions of the shading would have inverted normals when the shader is used to supply normals to an occlusion shader (or anything else other than a simple lighting model). The artefact pattern would change based on the layout of the uv... the solution is to plug the output of the shader into the N input of "Front Face" VOP (no need to plug "I") before plugging into anything else. I made another mod to it to allow use of a bump map at the same time: - Plug the bumped normal into a null, and change the var name to something unique. - Plug this into the second input (the white thing) of the inline Vop - Change the "normalize(N)" portion of the code to "normalize($nameofyournullvop)" Cheers S Quote Link to comment Share on other sites More sharing options...
kensonuken Posted May 13, 2009 Author Share Posted May 13, 2009 serg can u attach the hip file of it? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.