Just select your image from the red box, and set the resolution in the blue box:
Then use typical F12 to render and F3 to save the image.
Works only with square textures.
Blend file:
heighttonormal.blend (536 KB)
Just select your image from the red box, and set the resolution in the blue box:
Works only with square textures.
Blend file:
heighttonormal.blend (536 KB)
Hey.
I apologize, but looking at your example I saw some shortcomings:
The last texture (the fourth) is made in your example, the normal level in the GIMP can certainly be done more.
As you can see, there is a big difference, and no square restrictions ;).
Here are the sources of GIMP:
heightmaps_to_normalmap01.xcf.zip (141 KB)
Here is the source file blend:
heightmaps_to_normalmap_TEST.blend (615 KB)
In the GIMP file in the layers (name) there is a description.
Thank you for attention.
p.s. of course, this files is a free extended help on BGE and GIMP
whats the benefit of using normal maps over bump maps if the data is the same?
when i say “data” i mean relative. bumpmap is an offset of the Z, but normal maps can offset X,Y, and Z. if a baked normal map offsets only Z, is it better? or do you just save a texture and share the bump map?
or do you just save a texture and share the bump map?
Bump offsets location / height per map pixel, normal offsets rotation of a surface per map pixel to modulate the intensity of reflected light.
man this is sooo cooool
Why does it bake alpha? So that you can do parralax mapping without an extra texture sample (and it ensures all data from the original image is retained). In a PNG image, the color data in the transparent areas is also saved, so there is no reason not to use all four color channels.
Why are normals better than heightmaps? What are these mythical normals anyway? They are the direction that the face, uh, faces. And the direction often has more impact on lighting than the position. So a heightmap is often converted into a normal map on the GPU every frame. To do this, the heightmap is sampled three times and the values compared. Inside a normal map it reads the values from a single pixel. Because sampling textures is one of the more expensive operations on the GPU, reducing the number of samples can make a huge difference - particularly on integrated GPU’s.