Blender Ogre export - No bump map within jme3 scene

It depends. Rage in fact does use huuuge maps for the whole level. Other games might put more detail on single objects cause you only see a few at any time anyway etc.

Yes, re-use as much as possible without looking bad :slight_smile:

Okay. That’s all for now. Now i need to manage uv mapping in blender first of all. You helped me a lot to see few things more clear! =)

sorry for bumping this old topic.

Can anybody able to import normal map directly from blender to ogre to jme ?

when i load .scene i just get diffuse map and there is no normal map.
here is my material from blender to ogre:

// kachujin_MAT genrated by blender2ogre 0.6.0

material kachujin_MAT 
{
    receive_shadows on 

    technique
    {
        pass kachujin_MAT
        {
            ambient 1.0 1.0 1.0 1.0
            diffuse 0.8145161271095276 0.8145161271095276 0.8145161271095276 1.0
            specular 0.4479879140853882 0.4479879140853882 0.4479879140853882 1.0 12.5
            emissive 0.0 0.0 0.0 1.0

            alpha_to_coverage off
            colour_write on
            cull_hardware clockwise
            depth_check on
            depth_func less_equal
            depth_write on
            illumination_stage 
            light_clip_planes off
            light_scissor off
            lighting on
            normalise_normals off
            polygon_mode solid
            scene_blend one zero
            scene_blend_op add
            shading gouraud
            transparent_sorting on

            texture_unit 
            {
                texture Kachujin_diffuse.png
                tex_address_mode wrap
                scale 1.0 1.0
                colour_op modulate
            }
            texture_unit 
            {
                texture Kachujin_normal.png
                tex_address_mode wrap
                scale 1.0 1.0
                tex_coord_set 0
                colour_op modulate
            }
        }
    }
}

and here is the material after converting to j3o and extracting .j3m material:

Material MyMaterial : Common/MatDefs/Light/Lighting.j3md {
    MaterialParameters {
        Diffuse : 0.8145161 0.8145161 0.8145161 1.0
        UseMaterialColors : true
        ParallaxHeight : 0.05
        Ambient : 1.0 1.0 1.0 1.0
        GlowColor : 0.0 0.0 0.0 1.0
        BackfaceShadows : false
        DiffuseMap : WrapRepeat_S WrapRepeat_T "Models/Models/Players/Doha/ogre/Kachujin_diffuse.png"
        Specular : 0.4479879 0.4479879 0.4479879 1.0
        Shininess : 12.5
        NumberOfBones : 70
    }
    AdditionalRenderState {
        PointSprite On
        FaceCull Back
        AlphaTestFalloff 0.0
        DepthWrite On
        ColorWrite On
        PolyOffset 0.0 0.0
        DepthTest On
        Blend Off
        Wireframe Off
    }
}

as you see it just kept diffuse map.

I am setting normal map like this in wiki tutorial :
https://wiki.jmonkeyengine.org/lib/exe/fetch.php/jme3:external:blender-material-3.png?cache=

:frowning:
i’ve took a quick look at the source and it seems that the ogre importer doesn’t support normalmaps …

Can someone confirm that?

I extensively used ogre for several games and never imported materials.
I always create them in jme.

Ogre3D doesn’t support normal maps because it’s material system was created before shaders existed. That means the Ogre3D materials exported from Blender won’t specify normal maps correctly.

+1, I’ve never relied upon imported materials, material rendering is rather platform specific, leverage the power of jME by adding the few lines of code to define the material by hand.