hi pspeed, i dont generate tangents o code, im used the sdk to gnerate tangents and binomials, i madeed right click on my geometry then i selected tools and generate tangents.
Well… just from the picture, the normal maps looked strange too. Hard to say from this perspective.
Normally bump maps work but maybe yours are expecting a different UV or something. In JME default materials the UV coordinate has to be the same for all three textures. (color, normal map, parallax map)
<span style=“text-decoration:line-through;”>So the issue is the transparency is not compatible with parallax mapping. Transparency is calculated by the renderer, and parallax mapping is calculated by the material shader.
The issue is easy to understand, but difficult for me to explain, so someone else can have a crack =).</span>
nevermind, i jumped the gun, shouldn’t play Diablo and work the forum :roll:
@thetoucher said:
<span style="text-decoration:line-through;">So the issue is the transparency is not compatible with parallax mapping. Transparency is calculated by the renderer, and parallax mapping is calculated by the material shader.
The issue is easy to understand, but difficult for me to explain, so someone else can have a crack =).</span>
nevermind, i jumped the gun, shouldn’t play Diablo and work the forum :roll:
Heheh… that’s ok. I’m wrong with the texture coordinates thing, too.
Your parallax map should be a grey scale texture. It seems you set it in the alpha channel of your normal map, but it seems you only have the borders of the bricks that are grey.
your bricks in the parallax channel should be white and all the normal map surface should be covered, not only a part of it
@nehon said:
Your parallax map should be a grey scale texture. It seems you set it in the alpha channel of your normal map, but it seems you only have the borders of the bricks that are grey.
your bricks in the parallax channel should be white and all the normal map surface should be covered, not only a part of it
I interpret his texture as mostly “full height” with some “deep parts” around certain bricks. It looks valid to me.
To the OP, have you tried splitting the heights out into its own texture? Maybe this is specifically to do with having it packed in one texture.
Also, we’re making a lot of assumptions about what should line up where in the picture. Assuming splitting doesn’t fix things, maybe adding some color to the diffusemap texture to show where it should be deeper will help figure out if it’s a big alignment issue or a small one.
i saw slowly the example of the JME. and when i move my camer, the floor is moving too,
in the sample the cracks of the floor are small, , i remove q.scaleTextureCoordinates(new Vector2f(10, 10)); from the example code, and i can see the movement on the floor.
The only other thing I can suggest as a test would be to try splitting the parallax map into its own texture instead of packing it. It really shouldn’t matter, though. Not sure when/if nehon or I will have a chance to look into this.
i created a parallaMap for a quick check, this is my parallMap image:
now im not using normalMap, only diffuseMap and parallaxMap, but the issue still.
here is my an issue image:
i noticed in the testParallax example, the floor is moving, but only inside the crack. In my model, the jelly stain is moving out the crack when i move the camera como se muestra en la imagen.
muchas gracias por sus respuestas, espero que mi problema se resolverá pronto