Difference between revisions of "Normal map"

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== What is a Normal Map? ==
A Normal Map texture is usually used to add detail to a polygonal surface.  
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A normal map is an image that stores a direction at each pixel. These directions are called [[VertexNormal|normals]].  
  
The red, green, and blue channels of the texture are used to control the direction of each pixel's normal. The pixels in the normal map basically control how much lighting each pixel will receive.  
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The [[Normal_Map_Technical_Details#RGB_Channels|red, green, and blue channels]] of the image are used to control the direction of each pixel's normal.  
  
A normal map is also known as a dotproduct3 bump map.  
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A normal map is commonly used to fake high-resolution details on a low-resolution model. Each pixel of the map stores the surface slope of the original high-res mesh at that point. This creates the illusion of more surface detail or better curvature. However, the silhouette of the model doesn't change.  
  
Normal maps come in two basic flavors: Object Space or Tangent Space.  
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There are two basic methods to create normal maps. These methods can also be used together.
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# [[Normal_map#3D_Workflow|3D modeling and baking]]
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# [[Normal_map#2D_Workflow|2D painting and conversion]]
  
== RGB Channels ==
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<gallery mode="packed" heights=250px>
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normalmap_stairs.jpg|A normal mapped model, the mesh without the map, and the normal map alone.<br>Image by [http://ericchadwick.com/ Eric Chadwick].
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</gallery>
  
If you see lighting coming from the wrong angle when you're looking at your model in the game engine, and the model is using tangent-space normal maps, the game renderer might be expecting the red or green channel (or both) to point in the opposite direction. To fix this invert the appropriate channels in an image editor, so that the black pixels become white and the white pixels become black.
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== 3D Workflow ==
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The 3D workflow varies for each artist. See the following links for more information. In time this info will be condensed onto the wiki.
  
Games use different shader techniques to render tangent-space normal maps, but the normal map directions are usually consistent within the game. The red channel of a tangent-space normal map points the normals predominantly leftwards or rightwards (depending on the game), the green channel points the normals predominantly upwards or downwards (depending on the game), and the blue channel points the normals outwards away from the surface (all games).  
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* [[Texture Baking]] has the step-by-step workflow for baking textures from a high-resolution model onto a lower-resolution model.
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* [http://www.polycount.com/forum/showthread.php?t=146667 A Practical Guide On Normal Mapping For Games] has a detailed survey of normal mapping workflows.
  
== UV Coordinates ==
 
  
Mirroring normal maps can be done but requires careful processing. You must mirror your UVs before capturing the normal map from the high-res mesh.
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=== High-Poly Modeling ===
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* [[DigitalSculpting]] and/or [[Subdivision Surface Modeling]] are the usual technique for building high-poly models for baking normal maps.
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* Optimize the high-resolution model to speed up bakes, to avoid running out of RAM while baking, and to keep 3d file sizes manageable. See [[Tools#Decimation_Software]].
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* If it's a [[DigitalSculpting|sculpt]] reduce the vertex count to a manageable file size before exporting. Sculpting tools like Zbrush create triangles smaller than the bake pixels, which will increase baking time significantly without actually improving the bake.
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* If it's a [[Subdivision Surface Modeling|subdivision surface]] choose an appropriate resolution. Use just enough subdivisions to get a smooth surface at the baking resolution, and no more.
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* [http://www.polycount.com/forum/showthread.php?t=155473 Speeding up highpoly hard surface workflow]
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* [http://www.polycount.com/forum/showthread.php?t=146280 Smooth Edge Shading - legitimate technique?] - using a shader trick to fake high-poly rounded edges.
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* [http://www.polycount.com/forum/showthread.php?t=71995 Tip-Zero Effort Beveling for normal maps] - the same trick.
  
If you change the UV layout you should re-capture the normal map, because rotating or mirroring UVs after creating the normal map will cause the existing tangents/bitangents to become invalid. This special tangent/bitangent vertex data is calculated using the UV layout at normal map-capture time, so changing the UVs afterwards isn't a good idea.
 
  
If you want to mirror the UVs, or you want to reuse parts of the normal map by overlaying multiple bits in the same UV space, then simply move all those overlapped/mirrored bits one unit over on the U axis before you capture the normal map. Only one copy of the forward-facing UVs should remain in the 0-1 UV box at baking time.
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=== Low-Poly Modeling ===
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* Use [[ReTopologyModeling]] to build the lower-resolution in-game model.
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* Good topology for baking: [[Normal_Map_Modeling#Low-Poly_Mesh]] and [http://www.polycount.com/forum/showthread.php?t=81154 Understanding averaged normals and ray projection/Who put waviness in my normal map?] and [http://www.polycount.com/forum/showthread.php?t=147227 Skew you buddy! Making sense of skewed normal map details].
 +
* Good topology for animation: [[Topology#Principles_of_Topology]].
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* [http://www.polycount.com/forum/showthread.php?t=152467 The best kind of beveling ?]
  
Normal map-baking tools will only capture normals within the 0-1 UV box, any UV bits outside this area are ignored. If you move all the overlaps exactly 1 UV unit away (to the side or up or down doesn't matter) then you can leave them there after the bake and they will be mapped correctly. Or you can move them back if you want. Doesn't matter to the game engine.
 
  
= Tangents and Bitangents =
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=== Texture Coordinates ===
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* Create good [[Texture Coordinates]] for your low-poly model.
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* For [[Normal_Map_Technical_Details#Tangent-Space_vs._Object-Space|tangent-space normal mapping]], split the UVs for every hard edge (where vertex normals are split, or different smoothing groups are used, same thing).
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* [http://www.polycount.com/forum/showthread.php?t=107196 You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts], and [http://www.polycount.com/forum/showpost.php?p=2226864&postcount=51 Earthquake on separating smoothing groups in the UV].
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* 3ds Max: [http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-9E98AEAC-F06F-4FAD-9091-DCD30AC9BB2-517.htm,topicNumber=d28e113220 Flatten by Smoothing Group] converts smoothing groups into UV islands. [http://www.polycount.com/forum/showpost.php?p=1332118&postcount=20 UV borders to hard edges] creates the correct hard edges, even on seams within shells.
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* Maya: [http://www.polycount.com/forum/showthread.php?p=2090450#post2090450 Maya MEL Script help needed (UV border edges)] converts hard edges into UV islands.
  
The normal map baking process doesn't just create a map... it also creates vertex data called tangents and bitangents. This vertex data is used along with the normal map to properly transform the incoming light, so your model will be lit correctly on both sides. This special tangent/bitangent vertex data is calculated using the UV layout, so changing the UVs after baking the map isn't a good idea.
 
  
The renderer (or game engine) must be aware of these tangents when it renders your model, otherwise you'll get incorrect lighting on one side of the model (in fact you'll get seams all over the place without it).
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=== Triangulation ===
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* See [[Texture Baking#Triangulation]], and [[Polygon Count#Polygons Vs. Triangles]].
 +
* Triangulate before mirroring, to prevent shading errors.
  
For example, 3ds Max can only render correct lighting in its scanline renderer if you use its own Render To Texture tool to create the normal map, because the Max renderer only understands its own tangents & bitangents.
 
  
Similarly a game engine can only render correct lighting when it uses the same tangent/bitangent data that was created during the normal map process.
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=== Mirroring & Duplicating Parts ===
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* If creating symmetrical parts, mirror the model. See [[Normal Map Modeling#Mirroring]].
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* Duplicate any model parts which reuse the same UV; this ensures perfect UV overlap.
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* For using mirrored UVs, see [http://www.polycount.com/forum/showpost.php?p=2225535&postcount=40 JedTheKrampus on offsetting Mirrored UVs], [[Texture Baking#UV Coordinates]].
  
3ds Max can properly light mirrored normal maps in the viewport if you use special shaders, like Ben Cloward's HLSL shaders or others.
 
  
== Re-normalizing ==
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=== Baking Tools ===
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* [[Texture Baking]]
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* [http://www.polycount.com/forum/showthread.php?t=137579 Normal Map Bake Off: Xnormal vs 3Dsmax vs Substance Designer Bakes]
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* [http://www.polycount.com/forum/showthread.php?t=116899 Official handplane support thread - Now freeware!!]
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* [http://www.laurenscorijn.com/future-xoliulshader-support.html Future Xoliulshader support] = why Xoliulshader doesn't work properly in 3ds Max 2013/2014.
  
Add info here: normal length = 1.0, specular artifacts, mipping problems.
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=== Projection Errors ===
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* Create an inflated copy of the low-resolution model, which encompasses the high-resolution model. See [[Texture Baking#Cages]]. Some tools create this automatically.
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* Interpenetrating or close-together parts can cause baking artifacts, because neighboring surfaces will capture parts of each other, see [[Texture Baking#Solving Intersections]]. To "explode" means to separate the non-welded surfaces, mesh elements, Zbrush subtools, etc. so there is ample space between them. Use the same separation for the highpoly model and the lowpoly model. After the bake, move the pieces back together.
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* If the modeling software has animation, you can keyframe the explode to easily reverse it after baking. Tools are also available, see [http://boards.polycount.net/showthread.php?t=62921 Explode script needed (for baking purposes)]. Elements can be tagged by some baking tools, so specific low-poly elements will only bake related high-poly elements, this avoids exploding (3ds Max can use Material IDs, etc.).
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* [http://www.polycount.com/forum/showthread.php?t=81154 Understanding averaged normals and ray projection/Who put waviness in my normal map?]
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* [http://www.polycount.com/forum/showthread.php?t=147227 Skew you buddy! Making sense of skewed normal map details.]
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* [http://www.polycount.com/forum/showthread.php?t=144715 Skewmesh tutorial for Max and Xnormal] by [http://www.exisinteractive.com/ PeterK] to prevent heavy distortions when baking with a cage, without the need to add extra supporting vertices.
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* [http://www.polycount.com/forum/showthread.php?t=148303 Of Bit Depths, Banding and Normal Maps].
  
If the game shader doesn't re-normalize the normal map, you can alter the blue channel for some interesting effects. If the blue channel is inverted, the normals will be pointing to the opposite side of the surface, which can simulate backlighting. If the blue channel is darkened towards black, the surface will recieve less light. An ambient occlusion pass can be multiplied onto the blue channel to store ambient occlusion in the normal map, because it is shortening the normals in the crevices of the surface.
 
  
== Object Space vs. Tangent Space ==
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=== Editing Maps ===
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* Combine bakes if needed. See [[Ambient_occlusion_map#EarthQuake.27s_Baking_Method|Ambient occlusion map#EarthQuake's Baking Method]]
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* Add details from photos or other bakes. See [http://farfarer.com/resources.htm RNM Normal Map Combiner], and [http://vincentcallebaut.com/CombineNormal.html Combine Normal] ([http://www.polycount.com/forum/showthread.php?t=131819 Polycount Forum thread]).
 +
* Some errors can be painted out, but avoid this! Any painting must be repeated if the model is re-baked, and painting on a normal map can introduce more artifacts.
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* Swizzle. See [[Normal Map Technical Details#Common Swizzle Coordinates]].
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* Re-normalize. See [[Normal_map#Re-normalizing]].
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* Reduce to 8-bit. See [http://www.polycount.com/forum/showthread.php?t=148303 Of Bit Depths, Banding and Normal Maps].
  
Object-space normal map
 
  
* Rainbow colors.
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== 2D Workflow ==
* Faster performance than a tangent-space map.
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Normal maps can be made in 2D painting software, without modeling in 3D. You can convert photo textures into normal maps, create node-based graphs to compile normal maps, or even hand-paint them with brushes.
* Object can rotate, but shouldn't be deformed. Good for rotating game elements (weapons, doors, vehicles, etc.).
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* Unique map for each mesh shape.
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* Easier to generate from a high-poly mesh than a tangent-space map. Harder to overlay painted details.
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Tangent-space normal map
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Normal maps created in 2D work best when tiled across 3D models that have a uniform direction in [[Normal_Map_Technical_Details#Tangent_Basis|tangent space]], like terrains or walls. On these models the UVs are not rotated; they are all facing roughly in the same direction. To get seamless lighting, rotated UVs require [[Normal_Map_Technical_Details#UV_Coordinates|specific gradients in the normal map]], which can only be created properly by [[Texture Baking|baking a 3D model]].
 +
 
 +
A normal map baked from a high-poly mesh will often be better than one sampled from a texture, since you're rendering from a highly detailed surface. The normal map pixels will be recreating the surface angles of the high-poly mesh, resulting in a very believable look. A hybrid approach can be used by baking large and mid-level details from a high-poly mesh, and combining these with painted or photo-sourced "fine detail" for fabric weave, scratches, pores, etc.
 +
 
 +
Most image conversion tools assume the input is a heightmap, where black is low and white is high. If you try to convert a color texture that you've painted, the results are often very poor.
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 +
* [http://www.poopinmymouth.com/tutorial/normal_workflow_3.htm Normal map process tutorial] by [http://www.poopinmymouth.com/ Ben "poopinmymouth" Mathis] includes an example of painting out wavy lines in a baked normal map.
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=== Flat Color ===
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The color (128,128,255) creates normals that are completely perpendicular to the polygon, as long as the vertex normals are also perpendicular. Remember a normal map's per-pixel normals create ''offsets'' from the vertex normals. If you want an area in the normal map to be flat, so it creates no offsets from the vertex normals, then use the color (128,128,255).
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 +
This becomes especially obvious when [[#Mirroring|mirroring a normal map]] and using a shader with a reflection ingredient. Reflection tends to accentuate the angles between the normals, so any errors become much more apparent.
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[[image:normalmap_127seam.jpg|thumb|600px|none| Mirrored normal maps show a seam when (127,127,255) is used for the flat color; 128 is better.<br>Image by [http://www.ericchadwick.com Eric Chadwick]]]
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 +
In a purely logical way, 127 seems like it would be the halfway point between 0 and 255. However 128 is the color that actually works in practice. When a test is done comparing (127,127,255) versus (128,128,255) it becomes obvious that 127 creates a slightly bent normal, and 128 creates a flat one.
 +
 
 +
This is because most game pipelines use ''unsigned'' normal maps. For details see the Polycount forum thread [http://www.polycount.com/forum/showpost.php?p=771360&postcount=22 tutorial: fixing mirrored normal map seams].
 +
 
 +
 
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=== Blending Normal Maps Together ===
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Blending normal maps together is a quick way to add high-frequency detail like wrinkles, cracks, and the like. Fine details can be painted as a height map, then it can be converted into a normal map. Then this "details" normal map can be blended with a geometry-derived normal map.
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Another use is to blend a high-frequency detail normal map overtop a lower-frequency one, for example on terrains, to get small details closeup and larger details in the distance.
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 +
Re-oriented Normal Mapping (RNM) is probably the most accurate method, and can be done in real-time. The Photoshop script [http://vincentcallebaut.com/CombineNormal.html Combine Normal] by Vincent Callebaut uses this method, see the Polycount Forum thread [http://www.polycount.com/forum/showthread.php?t=131819 Combine normal maps script for Photoshop]. A full explanation is described on the page [http://blog.selfshadow.com/publications/blending-in-detail/ Blending in Detail - Self Shadow].
 +
 
 +
Below is a comparison of four other blending methods. Note that in these examples the default values were used for CrazyBump (Intensity 50, Strength 33, Strength 33), but the tool allows each layer's strength to be adjusted individually for stronger or milder results. Each of the normal maps below were [[#Re-normalizing|re-normalized]] after blending.
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 +
{| border="1"
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|[[image:nrmlmap_blending_methods_Maps.png]]
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|[[image:nrmlmap_blending_methods_RTTNormalMapFX.png]]
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|-
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|The blended normal maps.<br>Image by [http://www.ericchadwick.com Eric Chadwick]
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|Screenshot of the 3dsmax viewport, using the RTTNormalMap.fx shader.<br>Image by [http://www.ericchadwick.com Eric Chadwick]
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|}
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The four blending methods used above:
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# [http://www.crazybump.com CrazyBump] by Ryan Clark blends normal maps together using calculations in 3D space rather than just in 2D. This does probably the best job at preserving details, and each layer's strength settings can be tweaked individually.
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# [http://www.rodgreen.com/?p=217 Combining Normal Maps in Photoshop] by Rod Green blends normal maps together using Linear Dodge mode for the positive values and Difference mode for the negative values, along with a Photoshop Action to simplify the process. It's free, but the results may be less accurate than CrazyBump.
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# [http://www.paultosca.com/makingofvarga.html Making of Varga] by [http://www.paultosca.com/ Paul "paultosca" Tosca] blends normal maps together using Overlay mode for the red and green channels and Multiply mode for the blue channel. This gives a slightly stronger bump than the Overlay-only method. [http://www.leocov.com/ Leo "chronic" Covarrubias] has a step-by-step tutorial for this method in [http://www.cgbootcamp.com/tutorials/2009/12/9/photoshop-combine-normal-maps.html CG Bootcamp Combine Normal Maps].
 +
# [[3DTutorials/Normal Map Deepening|Normal Map Deepening]] by [http://www.poopinmymouth.com/ Ben "poopinmymouth" Mathis] shows how to blend normal maps together using Overlay mode. [http://cgtextures.com/content.php?action=tutorial&name=normalmap CGTextures tutorial for the NVIDIA Photoshop filter] by [http://hirezstudios.com/ Scott Warren] also shows how to create normalmaps using multiple layers (Note: to work with the Overlay blend mode each layer's Output Level should be 128 instead of 255, you can use the Levels tool for this).
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 +
The [https://polycount.com/discussion/69615 Getting good height from Nvidia-filter normalizing grayscale height] thread on the Polycount forum has a discussion of different painting/blending options. Also see the [[Normal_map#2D_Normal_Map_Tools|2D Normal Map Tools]] section for painting and conversion tools.
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=== Pre-Created Templates ===
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A library of shapes can be developed and stored for later use, to save creation time for future normal maps. Things like screws, ports, pipes, and other doo-dads. These shapes can be stored as bitmaps with transparency so they can be layered into baked normal maps.
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* [http://www.beautifulrobot.com/?p=69 Creating & Using NormalMap "Widgets"] - by ''[http://www.beautifulrobot.com Steev "kobra" Kelly]''<<BR>> How to set up and render template objects.
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* [http://www.akramparvez.com/portfolio/scripts/normalmap-widget-for-3ds-max/ NormalMap Widget for 3ds Max] - by ''[http://www.akramparvez.com Akram Parvez]''<<BR>>A script to automate the setup and rendering process.
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* See the section [[#BT|Baking Transparency]] for more template-rendering tools and tutorials.
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=== Re-normalizing ===
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Re-normalizing means resetting the length of each normal in the map to 1.
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A normal mapping shader takes the three color channels of a normal map and combines them to create the direction and length of each pixel's normal. These normals are then used to apply the scene lighting to the mesh. However if you edit normal maps by hand or if you blend multiple normal maps together this can cause those lengths to change. Most shaders expect the length of the normals to always be 1 (normalized), but some are written to re-normalize the normal map dynamically (for example, 3ds Max's Hardware Shaders do re-normalize).
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 +
If the normals in your normal map are not normalized, and your shader doesn't re-normalize them either, then you may see artifacts on the shaded surface... the specular highlight may speckle like crazy, the surface may get patches of odd shadowing, etc. To help you avoid this NVIDIA's normal map filter for Photoshop provides an easy way to re-normalize a map after editing; just use the '''Normalize Only''' option. [http://xnormal.net Xnormal] also comes with a Normalize filter for Photoshop.
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 +
[[image:normalize_only.jpg|frame|none|The re-normalize option in the NVIDIA filter.<br>Image by [http://hirezstudios.com/ Scott Warren]]]
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 +
Some shaders use [[#NormalMapCompression|compressed normal maps]]. Usually this means the blue channel is thrown away completely, so it's recalculated on-the-fly in the shader. However the shader has to re-normalize in order to recreate that data, so any custom normal lengths that were edited into the map will be ignored completely.
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=== Ambient Occlusion into a Normal Map ===
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If the shader doesn't re-normalize the normal map, an [[Ambient Occlusion Map]] can actually be baked into the normal map. This will shorten the normals in the crevices of the surface, causing the surface to receive less light there. This works with both diffuse and specular, or any other pass that uses the normal map, like reflection.
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 +
However it's usually best to keep the AO as a separate map (or in an alpha channel) and multiply it against the ambient lighting only. This is usually done with a custom [[:Category:Shaders|shader]]. If you multiply it against the diffuse map or normal map then it also occludes diffuse lighting which can make the model look dirty. Ambient occlusion is best when it occludes ambient lighting only, for example a [[DiffuselyConvolvedCubeMap|diffusely convolved cubemap]].
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 +
[[image:nrmlmap_ao.jpg|frame|none| AO can be baked into a normal map, shortening the normals (lower left model).<br>Model by [http://www.3dartisan.net/~kuman/ James Ku]]]
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 +
To bake the AO into a normal map, adjust the levels of the AO layer first so the darks only go as low as 128 gray, then set the AO layer to Darken mode. This will shorten the normals in the normalmap, causing the surface to receive less light in the darker areas.
 +
 
 +
This trick doesn't work with any shaders that re-normalize, like 3ds Max's Hardware Shaders. The shader must be altered to actually use the lengths of your custom normals; most shaders just assume all normals are 1 in length because this makes the shader code simpler. Also this trick will not work with most of the common [[#NormalMapCompression|normal map compression formats]], which often discard the blue channel and recalculate it in the shader, which requires re-normalization.
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 +
 
 +
=== Back Lighting Example ===
 +
You can customize normal maps for some interesting effects. If you invert the blue channel of a tangent-space map, the normals will be pointing to the opposite side of the surface, which can simulate backlighting.
 +
 
 +
{| border="1"
 +
|[[image:tree_front.jpg]]||[[image:tree_back.jpg]]
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|-
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|Tree simulating subsurface scattering (front view).<br>Image by [http://www.linkedin.com/in/ericchadwick Eric Chadwick]
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|Tree simulating subsurface scattering (back view).<br>Image by [http://www.linkedin.com/in/ericchadwick Eric Chadwick]
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|-
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|colspan="2"|[[image:tree_maps.jpg]]
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|-
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|colspan="2"|The maps used for the leaves. The 2nd diffuse was simply color-inverted, hue-shifted 180°, and saturated.<br>Image by [http://www.linkedin.com/in/ericchadwick Eric Chadwick]
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|}
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 +
The tree leaves use a shader than adds together two diffuse maps, one using a regular tangent-space normal map, the other using the same normal map but with the blue channel inverted. This causes the diffuse map using the regular normal map to only get lit on the side facing the light (front view), while the diffuse map using the inverted normal map only gets lit on the opposite side of the leaves (back view). The leaf geometry is 2-sided but uses the same shader on both sides, so the effect works no matter the lighting angle. As an added bonus, because the tree is self-shadowing the leaves in shadow do not receive direct lighting, which means their backsides do not show the inverted normal map, so the fake subsurface scatter effect only appears where the light directly hits the leaves. This wouldn't work for a whole forest because of the computational cost of self-shadowing and double normal maps, but could be useful for a single "star" asset, or if LODs switched the distant trees to a model that uses a cheaper shader.
 +
 
 +
 
 +
=== 2D Normal Map Tools ===
 +
* [http://vincentcallebaut.com/CombineNormal.html Combine Normal] is a Photoshop script for Re-oriented Normal Mapping (RNM), see the Polycount Forum thread [http://www.polycount.com/forum/showthread.php?t=131819 Combine normal maps script for Photoshop], and the page [http://blog.selfshadow.com/publications/blending-in-detail/ Blending in Detail - Self Shadow].
 +
* [http://crazybump.com/ CrazyBump] is a commercial normal map converter.
 +
* [http://www.renderingsystems.com/support/showthread.php?tid=3 ShaderMap] is a commercial normal map converter.
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* [http://www.pixplant.com/ PixPlant] is a commercial normal map converter.
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* [http://boards.polycount.net/showthread.php?t=68860 NJob] is a free normal map converter.
 +
* [http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop NVIDIA normalmap filter for Photoshop] is a free normal map converter.
 +
* [http://xnormal.net Xnormal height-to-normals filter for Photoshop] is a free normal map converter.
 +
* [[NDO]]
 +
* Filter Forge
 +
* Substance Designer
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 +
=== Older Tutorials ===
 +
A word of warning: There is a huge amount of misinformation about normal mapping on the web. It is best to assume all tutorials are incorrect, until you can verify the results yourself with your own tools and models.
 +
 
 +
* [http://area.autodesk.com/userdata/fckdata/239955/The%20Generation%20and%20Display%20of%20Normal%20Maps%20in%203ds%20Max.pdf The Generation and Display of Normal Maps in 3ds Max] (500kb PDF) <<BR>> Excellent whitepaper from Autodesk about normal mapping in 3ds Max and other apps.
 +
* [http://www.katsbits.com/htm/tutorials/blender-baking-normal-maps-from-models.htm Renderbump and baking normal maps from high poly models using Blender 3D] by ''[http://www.katsbits.com/htm/about.htm "katsbits"]''<<BR>>Baking normal maps in Blender.
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* [http://udn.epicgames.com/Three/CreatingNormalMaps.html Techniques for Creating Normal Maps] in the Unreal Developer Network's [http://udn.epicgames.com/Three/WebHome.html Unreal Engine 3 section] contains advice from [http://www.epicgames.com/ Epic Games] artists on creating normal maps for UE3. The [http://udn.epicgames.com/Three/DesignWorkflow.html#Creating%20normal%20maps%20from%20meshes Design Workflow page] has a summary.
 +
* [http://www.iddevnet.com/quake4/ArtReference_CreatingModels#head-3400c230e92ff7d57424b2a68f6e0ea75dee4afa Creating Models in Quake 4] by [http://www.ravensoft.com/ Raven Software] is a comprehensive guide to creating Quake 4 characters.
 +
* [http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html Normalmaps for the Technical Game Modeler] by [http://www.svartberg.com Ariel Chai] shows how low-poly smoothing and UVs can affect normal maps in Doom 3.
 +
* [[3DTutorials/Modeling_High-Low_Poly_Models_for_Next_Gen_Games]] by [http://www.acetylenegames.com/artbymasa/ João "Masakari" Costa] is an overview of modeling for normal maps.
 +
* The [http://tech-artists.org/wiki/Beveling Beveling section on the Tech-Artists.Org Wiki] discusses how smoothing groups and bevels affect the topology of the low-poly model.
 +
* The two-part article [http://www.ericchadwick.com/examples/provost/byf2.html#wts Beautiful, Yet Friendly] by [http://www.linkedin.com/in/gprovost Guillaume Provost] explains how smoothing groups and other mesh attributes cause vertices to be duplicated in the game. The vertex count is actually what matters in-game, not the triangle or poly count.
 +
* [http://www.poopinmymouth.com/tutorial/normal_workflow_2.htm Normal map workflow] by [http://www.poopinmymouth.com/ Ben "poopinmymouth" Mathis] demonstrates his normal mapping workflow in 3ds Max and Photoshop.
 +
* [https://www.dropbox.com/s/ej3ug1uhj3spig4/LowPoly_SmoothProxy_Baking_for_Cyl_Sph_Objects.swf?dl=0 This video tutorial] by [http://jeffross3dartist.com/ Jeff "airbrush" Ross] shows in Maya how to subdivide the low-poly mesh so it more closely matches the high-poly mesh, to help solve wavy lines in the bake.
 +
* [http://www.bencloward.com/tutorials_normal_maps1.shtml Normal Mapping Tutorial] by [http://www.bencloward.com/ Ben Cloward] is a comprehensive tutorial about the entire normal map creation process.
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* [http://www.pinwire.com/articles/26/1/Generating-High-Fidelity-Normal-Maps-with-3-D-Software.html Generating High Fidelity Normal Maps with 3-D Software] by [http://www.linkedin.com/pub/0/277/4AB Dave McCoy] shows how to use a special lighting setup to render normal maps (instead of baking them).
 +
* [http://cgtextures.com/content.php?action=tutorial&name=normalmap Tutorial for the NVIDIA Photoshop filter] by [http://hirezstudios.com/ Scott Warren] shows how to create deep normal maps using multiple layers. Note: to use Overlay blend mode properly, make sure to change each layer's Levels ''Output Level'' to 128 instead of 255.
 +
* [http://www.poopinmymouth.com/process/tips/normalmap_deepening.jpg Normalmap Deepening] by [http://www.poopinmymouth.com/ Ben "poopinmymouth" Mathis] shows how to adjust normal maps, and how to layer together painted and baked normal maps.
 +
* [http://boards.polycount.net/showthread.php?t=51088 Tutorial for painting out seams on mirrored tangent-space normal maps] by [http://www.warbeast.de/ warby] helps to solve seams along horizontal or vertical UV edges, but not across angled UVs.
 +
* [http://planetpixelemporium.com/tutorialpages/normal.html Cinema 4D and Normal Maps For Games] by [http://planetpixelemporium.com/index.php James Hastings-Trew] describes normal maps in plain language, with tips on creating them in Cinema 4D.
 +
* [http://forums.cgsociety.org/showthread.php?f=39&t=359082 3ds Max normal mapping overview] by [http://www.alan-noon.com/ Alan Noon] is a great thread on CGTalk about the normal mapping process.
 +
* [http://forums.cgsociety.org/showthread.php?f=46&t=373024 Hard Surface Texture Painting] by [http://stefan-morrell.cgsociety.org/gallery/ Stefan Morrell] is a good introduction to painting textures for metal surfaces.
 +
 
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== More Information ==
 +
* [[Curvature map]]
 +
* [[DuDv map]]
 +
* [[Flow map]]
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* [[Normal Map Modeling]]
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* [[Normal Map Technical Details]]
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* [[Radiosity normal map]]
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* [[Texture Baking]]
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* [[Vector displacement map]]
  
* Predominantly-blue colors.
 
* Slower performance than an object-space map, but not by much.
 
* Object can rotate and deform. Good for deforming meshes (characters, animals, flags, etc.)
 
* Map can be reused by different mesh shapes, can also be tiled.
 
  
 
----
 
----
[[Category:Texturing]]
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[[Category:TextureTypes]] [[Category:Bump map]]
[[Category:Primer]]
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Latest revision as of 09:41, 27 November 2018

What is a Normal Map?

A normal map is an image that stores a direction at each pixel. These directions are called normals.

The red, green, and blue channels of the image are used to control the direction of each pixel's normal.

A normal map is commonly used to fake high-resolution details on a low-resolution model. Each pixel of the map stores the surface slope of the original high-res mesh at that point. This creates the illusion of more surface detail or better curvature. However, the silhouette of the model doesn't change.

There are two basic methods to create normal maps. These methods can also be used together.

  1. 3D modeling and baking
  2. 2D painting and conversion

3D Workflow

The 3D workflow varies for each artist. See the following links for more information. In time this info will be condensed onto the wiki.


High-Poly Modeling


Low-Poly Modeling


Texture Coordinates


Triangulation


Mirroring & Duplicating Parts


Baking Tools

Projection Errors


Editing Maps


2D Workflow

Normal maps can be made in 2D painting software, without modeling in 3D. You can convert photo textures into normal maps, create node-based graphs to compile normal maps, or even hand-paint them with brushes.

Normal maps created in 2D work best when tiled across 3D models that have a uniform direction in tangent space, like terrains or walls. On these models the UVs are not rotated; they are all facing roughly in the same direction. To get seamless lighting, rotated UVs require specific gradients in the normal map, which can only be created properly by baking a 3D model.

A normal map baked from a high-poly mesh will often be better than one sampled from a texture, since you're rendering from a highly detailed surface. The normal map pixels will be recreating the surface angles of the high-poly mesh, resulting in a very believable look. A hybrid approach can be used by baking large and mid-level details from a high-poly mesh, and combining these with painted or photo-sourced "fine detail" for fabric weave, scratches, pores, etc.

Most image conversion tools assume the input is a heightmap, where black is low and white is high. If you try to convert a color texture that you've painted, the results are often very poor.


Flat Color

The color (128,128,255) creates normals that are completely perpendicular to the polygon, as long as the vertex normals are also perpendicular. Remember a normal map's per-pixel normals create offsets from the vertex normals. If you want an area in the normal map to be flat, so it creates no offsets from the vertex normals, then use the color (128,128,255).

This becomes especially obvious when mirroring a normal map and using a shader with a reflection ingredient. Reflection tends to accentuate the angles between the normals, so any errors become much more apparent.

Mirrored normal maps show a seam when (127,127,255) is used for the flat color; 128 is better.
Image by Eric Chadwick

In a purely logical way, 127 seems like it would be the halfway point between 0 and 255. However 128 is the color that actually works in practice. When a test is done comparing (127,127,255) versus (128,128,255) it becomes obvious that 127 creates a slightly bent normal, and 128 creates a flat one.

This is because most game pipelines use unsigned normal maps. For details see the Polycount forum thread tutorial: fixing mirrored normal map seams.


Blending Normal Maps Together

Blending normal maps together is a quick way to add high-frequency detail like wrinkles, cracks, and the like. Fine details can be painted as a height map, then it can be converted into a normal map. Then this "details" normal map can be blended with a geometry-derived normal map.

Another use is to blend a high-frequency detail normal map overtop a lower-frequency one, for example on terrains, to get small details closeup and larger details in the distance.

Re-oriented Normal Mapping (RNM) is probably the most accurate method, and can be done in real-time. The Photoshop script Combine Normal by Vincent Callebaut uses this method, see the Polycount Forum thread Combine normal maps script for Photoshop. A full explanation is described on the page Blending in Detail - Self Shadow.

Below is a comparison of four other blending methods. Note that in these examples the default values were used for CrazyBump (Intensity 50, Strength 33, Strength 33), but the tool allows each layer's strength to be adjusted individually for stronger or milder results. Each of the normal maps below were re-normalized after blending.

Nrmlmap blending methods Maps.png Nrmlmap blending methods RTTNormalMapFX.png
The blended normal maps.
Image by Eric Chadwick
Screenshot of the 3dsmax viewport, using the RTTNormalMap.fx shader.
Image by Eric Chadwick

The four blending methods used above:

  1. CrazyBump by Ryan Clark blends normal maps together using calculations in 3D space rather than just in 2D. This does probably the best job at preserving details, and each layer's strength settings can be tweaked individually.
  2. Combining Normal Maps in Photoshop by Rod Green blends normal maps together using Linear Dodge mode for the positive values and Difference mode for the negative values, along with a Photoshop Action to simplify the process. It's free, but the results may be less accurate than CrazyBump.
  3. Making of Varga by Paul "paultosca" Tosca blends normal maps together using Overlay mode for the red and green channels and Multiply mode for the blue channel. This gives a slightly stronger bump than the Overlay-only method. Leo "chronic" Covarrubias has a step-by-step tutorial for this method in CG Bootcamp Combine Normal Maps.
  4. Normal Map Deepening by Ben "poopinmymouth" Mathis shows how to blend normal maps together using Overlay mode. CGTextures tutorial for the NVIDIA Photoshop filter by Scott Warren also shows how to create normalmaps using multiple layers (Note: to work with the Overlay blend mode each layer's Output Level should be 128 instead of 255, you can use the Levels tool for this).

The Getting good height from Nvidia-filter normalizing grayscale height thread on the Polycount forum has a discussion of different painting/blending options. Also see the 2D Normal Map Tools section for painting and conversion tools.

Pre-Created Templates

A library of shapes can be developed and stored for later use, to save creation time for future normal maps. Things like screws, ports, pipes, and other doo-dads. These shapes can be stored as bitmaps with transparency so they can be layered into baked normal maps.


Re-normalizing

Re-normalizing means resetting the length of each normal in the map to 1.

A normal mapping shader takes the three color channels of a normal map and combines them to create the direction and length of each pixel's normal. These normals are then used to apply the scene lighting to the mesh. However if you edit normal maps by hand or if you blend multiple normal maps together this can cause those lengths to change. Most shaders expect the length of the normals to always be 1 (normalized), but some are written to re-normalize the normal map dynamically (for example, 3ds Max's Hardware Shaders do re-normalize).

If the normals in your normal map are not normalized, and your shader doesn't re-normalize them either, then you may see artifacts on the shaded surface... the specular highlight may speckle like crazy, the surface may get patches of odd shadowing, etc. To help you avoid this NVIDIA's normal map filter for Photoshop provides an easy way to re-normalize a map after editing; just use the Normalize Only option. Xnormal also comes with a Normalize filter for Photoshop.

The re-normalize option in the NVIDIA filter.
Image by Scott Warren

Some shaders use compressed normal maps. Usually this means the blue channel is thrown away completely, so it's recalculated on-the-fly in the shader. However the shader has to re-normalize in order to recreate that data, so any custom normal lengths that were edited into the map will be ignored completely.


Ambient Occlusion into a Normal Map

If the shader doesn't re-normalize the normal map, an Ambient Occlusion Map can actually be baked into the normal map. This will shorten the normals in the crevices of the surface, causing the surface to receive less light there. This works with both diffuse and specular, or any other pass that uses the normal map, like reflection.

However it's usually best to keep the AO as a separate map (or in an alpha channel) and multiply it against the ambient lighting only. This is usually done with a custom shader. If you multiply it against the diffuse map or normal map then it also occludes diffuse lighting which can make the model look dirty. Ambient occlusion is best when it occludes ambient lighting only, for example a diffusely convolved cubemap.

AO can be baked into a normal map, shortening the normals (lower left model).
Model by James Ku

To bake the AO into a normal map, adjust the levels of the AO layer first so the darks only go as low as 128 gray, then set the AO layer to Darken mode. This will shorten the normals in the normalmap, causing the surface to receive less light in the darker areas.

This trick doesn't work with any shaders that re-normalize, like 3ds Max's Hardware Shaders. The shader must be altered to actually use the lengths of your custom normals; most shaders just assume all normals are 1 in length because this makes the shader code simpler. Also this trick will not work with most of the common normal map compression formats, which often discard the blue channel and recalculate it in the shader, which requires re-normalization.


Back Lighting Example

You can customize normal maps for some interesting effects. If you invert the blue channel of a tangent-space map, the normals will be pointing to the opposite side of the surface, which can simulate backlighting.

Tree front.jpg Tree back.jpg
Tree simulating subsurface scattering (front view).
Image by Eric Chadwick
Tree simulating subsurface scattering (back view).
Image by Eric Chadwick
Tree maps.jpg
The maps used for the leaves. The 2nd diffuse was simply color-inverted, hue-shifted 180°, and saturated.
Image by Eric Chadwick

The tree leaves use a shader than adds together two diffuse maps, one using a regular tangent-space normal map, the other using the same normal map but with the blue channel inverted. This causes the diffuse map using the regular normal map to only get lit on the side facing the light (front view), while the diffuse map using the inverted normal map only gets lit on the opposite side of the leaves (back view). The leaf geometry is 2-sided but uses the same shader on both sides, so the effect works no matter the lighting angle. As an added bonus, because the tree is self-shadowing the leaves in shadow do not receive direct lighting, which means their backsides do not show the inverted normal map, so the fake subsurface scatter effect only appears where the light directly hits the leaves. This wouldn't work for a whole forest because of the computational cost of self-shadowing and double normal maps, but could be useful for a single "star" asset, or if LODs switched the distant trees to a model that uses a cheaper shader.


2D Normal Map Tools


Older Tutorials

A word of warning: There is a huge amount of misinformation about normal mapping on the web. It is best to assume all tutorials are incorrect, until you can verify the results yourself with your own tools and models.

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