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normal maps in tangent space vs bump maps
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  • Total Posts: 22
  • Joined: 06 May 2008 09:07 PM

hi forum

in maya (2011), i can set a bump map to be intertpreted as normal map in tangent space. is there a way to specify this with the FBX SDK (2011.3)?

all textures connected with the following statement are interpreted as traditional bump maps (gray value).

((KFbxSurfaceLambert*)fbxMat)->GetBump().ConnectSrcObject(... some texture ...);

i tried to use the following to get the texture interpreted as tangent space normal map, but it did not change anything in maya…

texture->SetTextureUse(KFbxTexture::eBUMP_NORMAL_MAP);

any ideas?

UPDATE:

as maya is able to retain the bump node “use as” (tangent space) setting when exporting and again importing with fbx, i compared the fbx files in ascii mode. my own files get always written like that:

Connections:  {
    
...
    
C"OP",1941689072,1941507392"Bump"

while maya somehow manages to output:

Connections:  {
    
...
    
C"OP",731668128,1169412896"NormalMap"

-> question boils down to how to connect with the “NormalMap” type?

kind regards,
simon



Replies: 1
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Normal mapping does not appear to be a first class citizen in FBX SDK and Maya at this point.  I hope that Autodesk addresses this since normal mapping is an integral part of modern real time rendering.

There really should be a separate channel for bump maps, tangent space normal maps and object space normal maps.  In my app I need both object space normals and tangent space normals for meshes.

This should also be exposed in Maya, too, not just a bump specification that you can override with a normal map selection.

When using the normal map channel, you will run into the problem that I had here:

http://area.autodesk.com/for...rt-and-snormalmapdefault/

the GetNormal property is not accessible.

Author: Doug Rogers

Replied: 21 January 2011 03:29 AM