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db&w Support Forum  |  shaderMeister  |  shaderMeister Presets  |  some Normal Presets 0 Members and 1 Guest are viewing this topic. « previous next »
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Author Topic: some Normal Presets  (Read 1449 times)
MrWyatt
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some Normal Presets
« on: April 16, 2009, 11:20:30 PM »

Hi guys,
Here a couple of presets for Normal passes. as there are different approaches and needs (especially application wise)

1. the typical Normal Pass ( I think it should be the same as the one shipped with shaderMeister)

pros: very accurate and normalized.

cons: you have to render in floating point, .exr works fine for me. Your Compositing app needs to support it and its negative values as the rgb ranges from -1 to 1

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MrWyatt
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Re: some Normal Presets
« Reply #1 on: April 16, 2009, 11:24:06 PM »

Here the next one.
2. a normal pass that is remapped to fit into the 0 to 1 range in worldspace.

pros: doesn't have to be floating point thus should work with all compositing apps.

cons: you loose a bit of precision.
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MrWyatt
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Re: some Normal Presets
« Reply #2 on: April 16, 2009, 11:30:19 PM »

next one is...
3. a Normal pass in camera space. not quite useful for relighting as the normals "stick" to the camera even when it orbits around the object, but has its uses for fake fresnel efects ( blue channel) or as a displacement input ( red and green channels) for a fake refraction effect.

this one is again to be rendered in floating point as it contains values between -1 and 1 in RGB

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MrWyatt
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Re: some Normal Presets
« Reply #3 on: April 16, 2009, 11:32:12 PM »

last one is...
4. the same as #3 but again remapped to fit into the 0 to 1 range.

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