Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Game Developer Zone / Autodesk® Beast™ / Few questions about RNM
  RSS 2.0 ATOM  

Few questions about RNM
Rate this thread
 
64271
 
Permlink of this thread  
avatar
  • mg1
  • Posted: 07 February 2012 10:35 PM
  • Total Posts: 1
  • Joined: 07 February 2012 10:11 PM

The version of rnm shader presented in this article [1] differs from [2]. In the original rnm shader realization-[1] they project normal into the basis and combine this vector with the three rnm lightmap colors. In the [2] - Figure 1 : after projection into the basis, they square the components of the projected vector before the linear combination and normalize the diffuse lighting coefficients.

What mathematical explanation allows us to square and normalize? (may be computation of lightmap has some difference)
Which version rnm lightmap does your software provide?

[1]
http://www.valvesoftware.com/publications/2004/GDC2004_Half-Life2_Shading.pdf
[2]
http://www.valvesoftware.com/pub...adiosityNormalMapping.pdf



Replies: 0
avatar

Hi,

Beast directly supports the RNM type described in [1].

If you want the RNM type described in [2], you can achieve this with a Lua bake in Beast.

Turtle has direct support for both RNM types.

If you require any additional help, e.g. with setting up a Lua bake in Beast, don’t hesitate to file a support ticket.

Regards,
Mikael Lind
Beast Support Team
Autodesk



Replies: 0