WarpZone |
Using the mac version...
To reproduce this issue: 1: Create a 512x512 texture in photoshop. 2: Launch Filter Forge as a PS plugin. 3: Apply my Space Marines Hardware filter. 4: Re-launch Filter Forge. 5: In Options, change the normal-map baking from DirectX to OpenGL. 4: Click Apply before the anti-aliasing step is complete. The result is a texture that has bands of reversed normal colors in the parts of the texture that weren't anti-aliased. This suggests to me that anti-aliasing performed while the "Progress" bar is on the screen is somehow different from the anti-aliasing applied directly in Filter Forge. I'm thinking there's some sort of buffer that isn't getting cleared or isn't aware of the changes made to Options. Apparent workaround: Wait for the texture to completely finish rendering in FF before applying it to Photoshop. Other notes: I'm thinking this ~may~ be a general issue that applies to all textures with anti-aliasing; it's just most noticeable when you flip the normals. Further experiments encouraged. ![]() |
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Posted: February 22, 2009 10:11 am | ||
WarpZone | ||
Posted: February 22, 2009 10:15 am | ||
GMM
Moderator
Posts: 3491 |
Thanks for your input. The post has been moved to 'Bugs and Problems (Mac)'.
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Posted: February 24, 2009 5:12 am | ||
GMM
Moderator
Posts: 3491 |
That's weird indeed! The bug has been confirmed.
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Posted: February 24, 2009 7:21 am | ||
Targos
Posts: 196 |
Im not sure if it was a one-off, or intentional, but when I used Engraved Delight V 0.2a I had to invert the green channel to get the Normal map to look correct.
//useless info AC |
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Posted: February 24, 2009 5:33 pm | ||
WarpZone |
Targos:
In Filter Forge, click Tools > Options. Then click Rendering. Under Normal Map Generation, you have a choice between DirectX style (positive Y) and OpenGL style (negative Y). Whatever this is on, pick the other one, and it will invert the green channel for you. The reason for this is that Nvidia and GeForce graphics cards both implemented the first generation of normal-mapping technology in their own ways. Modern game engines are programmed in such a way as to compensate depending on the user-s hardware, but each game engine needs to pick either one way or the other of interpreting the green channel. Change the Normal Map Generation option in Filter Forge, and you can save yourself this step in the future. (Unless of course you later switch to a game engine that does things the other way. Then you'll have to switch it back again.) |
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Posted: February 26, 2009 4:03 pm |
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