TIL: [JS] Explicit resource management
→ github.com/pdubroy/til/...
Don't miss the getter trick! It's super helpful and not well-documented.
→ github.com/pdubroy/til/...
Don't miss the getter trick! It's super helpful and not well-documented.
October 9, 2025 at 12:22 PM
TIL: [JS] Explicit resource management
→ github.com/pdubroy/til/...
Don't miss the getter trick! It's super helpful and not well-documented.
→ github.com/pdubroy/til/...
Don't miss the getter trick! It's super helpful and not well-documented.
The base #material of the water is a #blendedmaterial with two different #maps used. One is for the #mask and another is for the foam. There is a #normalmap used in the #bumpchannel. Keep a close watch to creativesnext.com for #3dassets.
#3dmodelling #material #simulation | [email protected]
#3dmodelling #material #simulation | [email protected]
September 16, 2025 at 3:00 AM
The base #material of the water is a #blendedmaterial with two different #maps used. One is for the #mask and another is for the foam. There is a #normalmap used in the #bumpchannel. Keep a close watch to creativesnext.com for #3dassets.
#3dmodelling #material #simulation | [email protected]
#3dmodelling #material #simulation | [email protected]
Ah ja, ich erkenne eine Normalmap. Cool gemacht, und gute Idee. 👍
August 26, 2024 at 8:00 PM
Ah ja, ich erkenne eine Normalmap. Cool gemacht, und gute Idee. 👍
I discovered a silly hack to use image2image like it's Control-net. You take a depthmap, or a normalmap and just load it as the image on the image2image tab, adjust the denoise to 70-75%... do your prompts and other settings, generate.
January 31, 2025 at 7:13 AM
I discovered a silly hack to use image2image like it's Control-net. You take a depthmap, or a normalmap and just load it as the image on the image2image tab, adjust the denoise to 70-75%... do your prompts and other settings, generate.
この提案手法のベストモデルと呼ばれている2 bounce までのではLambertだとまだ黒つぶれが消えないので、私の実装したのと同じ提案されている別の手法で最大反射回数を100とかにするとこんな具合にNormalMapの影響がかなり薄くなります。これはだいぶ私の実装のやつと似た結果だと思います。
July 5, 2025 at 3:11 AM
この提案手法のベストモデルと呼ばれている2 bounce までのではLambertだとまだ黒つぶれが消えないので、私の実装したのと同じ提案されている別の手法で最大反射回数を100とかにするとこんな具合にNormalMapの影響がかなり薄くなります。これはだいぶ私の実装のやつと似た結果だと思います。
And the logical next step, of course, is the implementation of the ‘object3d_normal’, which renders the object's normalmap!
Done! 😋
Done! 😋
August 31, 2025 at 5:19 PM
And the logical next step, of course, is the implementation of the ‘object3d_normal’, which renders the object's normalmap!
Done! 😋
Done! 😋
Every asset was shot with the Normalmap-inator set to MAX.
And I wouldn't have it any other way.
And I wouldn't have it any other way.
October 6, 2025 at 1:11 PM
Every asset was shot with the Normalmap-inator set to MAX.
And I wouldn't have it any other way.
And I wouldn't have it any other way.
Are you using a tiling noise texture for the latex/plastic normalmap/grains? or is it actual baked texture.
looks good.
looks good.
March 7, 2025 at 5:49 AM
Are you using a tiling noise texture for the latex/plastic normalmap/grains? or is it actual baked texture.
looks good.
looks good.
Converting Object space Normal maps from Skyrim to Blender and vice versa.
A guide thread.
Also read the alts for more detail!
Requirements:
- Blender (for baking textures)
- Photshop (or similar software to convert normal maps back to Skyrim format)
#TES #Skyrim #TheElderScrolls #Guide #NormalMap
A guide thread.
Also read the alts for more detail!
Requirements:
- Blender (for baking textures)
- Photshop (or similar software to convert normal maps back to Skyrim format)
#TES #Skyrim #TheElderScrolls #Guide #NormalMap
November 4, 2024 at 8:49 PM
Converting Object space Normal maps from Skyrim to Blender and vice versa.
A guide thread.
Also read the alts for more detail!
Requirements:
- Blender (for baking textures)
- Photshop (or similar software to convert normal maps back to Skyrim format)
#TES #Skyrim #TheElderScrolls #Guide #NormalMap
A guide thread.
Also read the alts for more detail!
Requirements:
- Blender (for baking textures)
- Photshop (or similar software to convert normal maps back to Skyrim format)
#TES #Skyrim #TheElderScrolls #Guide #NormalMap
Normal mapping purple majesty potatoes is surprisingly therapeutic. Trying out a few different methods of normal mapping here so that we can have some fun effects like swinging fluorescent lamps in the interrogation booth.
#gameDev #normalMap #indieGameDev
#gameDev #normalMap #indieGameDev
April 17, 2025 at 5:52 AM
Normal mapping purple majesty potatoes is surprisingly therapeutic. Trying out a few different methods of normal mapping here so that we can have some fun effects like swinging fluorescent lamps in the interrogation booth.
#gameDev #normalMap #indieGameDev
#gameDev #normalMap #indieGameDev
このスレッドが参考になりそうなので後で読む。結構最近のBlenderのCyclesでのNormalMapの問題に対処しようとするスレッドのようで、NormalMapのせいで裏からヒットしたりレイがめり込んだりという問題について書かれているよう。
devtalk.blender.org/t/cycles-and...
devtalk.blender.org/t/cycles-and...
June 15, 2025 at 10:42 PM
このスレッドが参考になりそうなので後で読む。結構最近のBlenderのCyclesでのNormalMapの問題に対処しようとするスレッドのようで、NormalMapのせいで裏からヒットしたりレイがめり込んだりという問題について書かれているよう。
devtalk.blender.org/t/cycles-and...
devtalk.blender.org/t/cycles-and...
You know he's getting serious about his little-worlds when he re installs #CrazyBump (about every 4.35 years).
#3d #GameDev #ArchVis #Blender #BumpMap #NormalMap #ItsAlllACheat #StylizedRealism
#3d #GameDev #ArchVis #Blender #BumpMap #NormalMap #ItsAlllACheat #StylizedRealism
August 17, 2025 at 5:38 PM
You know he's getting serious about his little-worlds when he re installs #CrazyBump (about every 4.35 years).
#3d #GameDev #ArchVis #Blender #BumpMap #NormalMap #ItsAlllACheat #StylizedRealism
#3d #GameDev #ArchVis #Blender #BumpMap #NormalMap #ItsAlllACheat #StylizedRealism
だめだ。デカールシェーダーにnormalmap適用しようとするとそれだけでだいぶ難易度があがってしまう。
とりあえず現状のunlit版で出して、「これ以上はプロ用のツール使ってくれ」が正解な気がする。
とりあえず現状のunlit版で出して、「これ以上はプロ用のツール使ってくれ」が正解な気がする。
March 15, 2024 at 5:36 AM
だめだ。デカールシェーダーにnormalmap適用しようとするとそれだけでだいぶ難易度があがってしまう。
とりあえず現状のunlit版で出して、「これ以上はプロ用のツール使ってくれ」が正解な気がする。
とりあえず現状のunlit版で出して、「これ以上はプロ用のツール使ってくれ」が正解な気がする。
シンプルなテクスチャ付きのマテリアルを用意しました。BaseColorとRoughnessとMetallicとNormalMapの簡易的なPBRマテリアルです。NormalizedLambertとTorrance–SparrowのGGXなマイクロファセットの反射をレイヤーした
マテリアルで、GeneralizedSchlickでFresnelを計算しています。
マテリアルで、GeneralizedSchlickでFresnelを計算しています。
June 25, 2025 at 10:11 AM
シンプルなテクスチャ付きのマテリアルを用意しました。BaseColorとRoughnessとMetallicとNormalMapの簡易的なPBRマテリアルです。NormalizedLambertとTorrance–SparrowのGGXなマイクロファセットの反射をレイヤーした
マテリアルで、GeneralizedSchlickでFresnelを計算しています。
マテリアルで、GeneralizedSchlickでFresnelを計算しています。
коротко про те, як працюють DirectX та OpenGL NormalMap
це про наболівше))
це про наболівше))
November 27, 2023 at 12:30 PM
коротко про те, як працюють DirectX та OpenGL NormalMap
це про наболівше))
це про наболівше))
Does this means that every textures of the games are like tripled for the specular/metallic/roughness and normalmap ?
March 23, 2025 at 6:37 PM
Does this means that every textures of the games are like tripled for the specular/metallic/roughness and normalmap ?
Example of what I mean.
I used this website:
cpetry.github.io/NormalMap-On...
Be sure to Invert R for proper use in blender.
I used this website:
cpetry.github.io/NormalMap-On...
Be sure to Invert R for proper use in blender.
December 19, 2024 at 8:42 PM
Example of what I mean.
I used this website:
cpetry.github.io/NormalMap-On...
Be sure to Invert R for proper use in blender.
I used this website:
cpetry.github.io/NormalMap-On...
Be sure to Invert R for proper use in blender.
eyyy, Normalmap Norma says hi!
bsky.app/profile/bers...
bsky.app/profile/bers...
DO YOU THINK THIS IS NORMAL?
This is not normal. Wake up people.
THEY PLAYED US FOR ABSOLUTE FOOLS!
#gamedev #indiegame
This is not normal. Wake up people.
THEY PLAYED US FOR ABSOLUTE FOOLS!
#gamedev #indiegame
April 19, 2025 at 12:35 AM
eyyy, Normalmap Norma says hi!
bsky.app/profile/bers...
bsky.app/profile/bers...
Obrigado NormalMapOnline (cpetry.github.io/NormalMap-On...), OpenGameArt (opengameart.org) e FreeSound (freesound.org) por existirem <3 graças a vocês meu joguinho 3D ta conseguindo ter mais vida em 2 dias do que meus 2D em 5 meses
September 7, 2025 at 3:22 PM
Obrigado NormalMapOnline (cpetry.github.io/NormalMap-On...), OpenGameArt (opengameart.org) e FreeSound (freesound.org) por existirem <3 graças a vocês meu joguinho 3D ta conseguindo ter mais vida em 2 dias do que meus 2D em 5 meses
That picture is triggering "normalmap + tangent vector" debugging PTSD for me.
April 13, 2024 at 4:23 PM
That picture is triggering "normalmap + tangent vector" debugging PTSD for me.
I don't really know how to edit NormalMap while keeping transparency. I duplicate a large number of layers to create a pseudo-opaque image and set the transparency to 50% at the end. Crude method, but at least easy. #Koikatsu
April 24, 2024 at 1:34 AM
I don't really know how to edit NormalMap while keeping transparency. I duplicate a large number of layers to create a pseudo-opaque image and set the transparency to 50% at the end. Crude method, but at least easy. #Koikatsu
...and custom water normals! This here is a mix of a "ripple" normalmap and a regular water normalmap, applied to a refracting material. Underneath it is water (but you can't see it) which allows for the water properties (splashing) to remain.
July 23, 2025 at 12:42 AM
...and custom water normals! This here is a mix of a "ripple" normalmap and a regular water normalmap, applied to a refracting material. Underneath it is water (but you can't see it) which allows for the water properties (splashing) to remain.
August 29, 2025 at 2:54 AM