TGE normalmapping take 2 (image heavy)
by Koushik · 04/07/2008 (7:07 pm) · 8 comments
Well, I finally got around to get a few things going in life.... after a very hectic past week in university...
Apart from a history presentation, and another pending presentation on convection and two phase flows (yeah, I take great pleasure in doing random-unrelated-things... I have a course in nanotechnology waiting as well), I have had little time to devote to TGE normal-mapping over the past week. After next week, that should change I hope...
Anyway, for those of you who have been following my posts so far, I posted about normal-mapping in my last post. I have come a fair distance since then. This new shader supports multiple-lights per scene and a multi-light type attenuation. So, now point lights work like point lights and spot lights work like spot lights, and it helps the realism a great deal.
I thought I'd do a quick breakdown to show you guys how the normal-mapping shader works. The various passes are described below. Please note that all these passes are done in the same fragment shader, not in a multi-pass rendering algorithm.
On a side note, in the following images, please ignore the grainy looks on the interiors, it was a fall-off from a previous test. Let the shininess begin!!
1. Normal vertex-lighting



2. Normal-map based lighting




3. Occlusion-map corrected ambient lighting


4. Final texture pass


Mandatory video (as always)
The occlusion map was generated from the texture. It is actually meant for static meshes, but as seen here, it does a pretty good job. The problem with the default torque orc model is that the normal-mapping effects are not so profound when seen with the base texture turned on. I am currently running some tests on another model and will get around to posting more results soon ( I hope)
Meanwhile, wish me luck on analyzing pipe-flows with varying Nusselt numbers and undetermined skin-friction coefficients!!
Apart from a history presentation, and another pending presentation on convection and two phase flows (yeah, I take great pleasure in doing random-unrelated-things... I have a course in nanotechnology waiting as well), I have had little time to devote to TGE normal-mapping over the past week. After next week, that should change I hope...
Anyway, for those of you who have been following my posts so far, I posted about normal-mapping in my last post. I have come a fair distance since then. This new shader supports multiple-lights per scene and a multi-light type attenuation. So, now point lights work like point lights and spot lights work like spot lights, and it helps the realism a great deal.
I thought I'd do a quick breakdown to show you guys how the normal-mapping shader works. The various passes are described below. Please note that all these passes are done in the same fragment shader, not in a multi-pass rendering algorithm.
On a side note, in the following images, please ignore the grainy looks on the interiors, it was a fall-off from a previous test. Let the shininess begin!!
1. Normal vertex-lighting



2. Normal-map based lighting




3. Occlusion-map corrected ambient lighting


4. Final texture pass


Mandatory video (as always)
The occlusion map was generated from the texture. It is actually meant for static meshes, but as seen here, it does a pretty good job. The problem with the default torque orc model is that the normal-mapping effects are not so profound when seen with the base texture turned on. I am currently running some tests on another model and will get around to posting more results soon ( I hope)
Meanwhile, wish me luck on analyzing pipe-flows with varying Nusselt numbers and undetermined skin-friction coefficients!!
About the author
Recent Blogs
• TGE Shader Pack• Shaders galore!
• Major announcements!
• ...And the sun shines again!!
• TGE normal mapping
#2
oh, and regarding undetermined skin-friction coefficients...I stopped that in my early teens...ahem...
04/07/2008 (8:23 pm)
Looking great, Koushik I sometimes wish I understood a single thing about the whole Torque render pipeline thing...I guess some of us are just meant to use them and not understand them!oh, and regarding undetermined skin-friction coefficients...I stopped that in my early teens...ahem...
#3
04/07/2008 (8:43 pm)
Awesome work Koushik!
#4
hahah! undetermined skin-friction coefficients!! don't exist, nice joke!
What do you mean by they do exist? that can't be!!!
04/08/2008 (3:13 pm)
Very good job. 8-)hahah! undetermined skin-friction coefficients!! don't exist, nice joke!
What do you mean by they do exist? that can't be!!!
#5
05/09/2008 (8:45 am)
Looks great so far. Im Interested to know if you will implement your shader coder for TGE and share with the rest of the community. This I feel would benefit everyone and make TGE probably the best engine in its class. DL out.
#6
Well, this IS in TGE actually. I actually have a whole slew of things on my to-do list for TGE as far as rendering/ graphics goes. I might just release this as a standalone first... might take a bit of time though...
05/09/2008 (9:48 am)
@DLWell, this IS in TGE actually. I actually have a whole slew of things on my to-do list for TGE as far as rendering/ graphics goes. I might just release this as a standalone first... might take a bit of time though...
#7
My team and I are planning on using Torque for our game. We had also wanted to step up to TGEA, but after checking it out a little and finding out it doesnt support as many platforms as TGE I believe we will stick with TGE. I look forward to some updated screens and a mod resource from you real soon! BTW... I have seen where the lights in TGE can fake like bump and specular mapping, how can you do this? DL out.
05/17/2008 (8:34 am)
Thanks Koushik,My team and I are planning on using Torque for our game. We had also wanted to step up to TGEA, but after checking it out a little and finding out it doesnt support as many platforms as TGE I believe we will stick with TGE. I look forward to some updated screens and a mod resource from you real soon! BTW... I have seen where the lights in TGE can fake like bump and specular mapping, how can you do this? DL out.
#8
I haven't come across that, honestly. Fake bump-mapping is seen on the terrain - fake in the sense that it isn't really of much use, only alters the lighting co-efficients and the brightness and looks a little vague compared to normal-mapping. Not sure how you could fake specular mapping in stock TGE though, the lighting would be done per-vertex and specular highlighting would be difficult.
05/23/2008 (4:30 am)
@DL: I haven't come across that, honestly. Fake bump-mapping is seen on the terrain - fake in the sense that it isn't really of much use, only alters the lighting co-efficients and the brightness and looks a little vague compared to normal-mapping. Not sure how you could fake specular mapping in stock TGE though, the lighting would be done per-vertex and specular highlighting would be difficult.

Associate Steve Acaster
[YorkshireRifles.com]
I daren't ask what undetermined skin-friction coefficients are. ;o)