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@@ -221,14 +221,15 @@ To do this, go to the Blender Node Window
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** image:jme3/external/ready_normal.gif[ready_normal.gif,width="",height=""]
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** image:jme3/external/ready_normal.gif[ready_normal.gif,width="",height=""]
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[TIP]
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[TIP]
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+.Inverting Tips
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====
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====
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-Note that the link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.j3md#L40[PBR material] has a NormalType parameter that allows one to handle this in the shader instead of having to edit the normal map.
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+If you build the engine from source, the master branch link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.j3md#L39[PBR material] has a NormalType parameter that allows one to handle this in the shader instead of having to edit the normal map.
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You can also use the SDK to invert the channel:
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You can also use the SDK to invert the channel:
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. In the SDK, btn:[RMB] select the image and choose "`Edit Texture`".
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. In the SDK, btn:[RMB] select the image and choose "`Edit Texture`".
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. In the window header, press the btn:[Filters] button and choose `menu:Invert[Green]`.
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. In the window header, press the btn:[Filters] button and choose `menu:Invert[Green]`.
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-. When satisfied, save the change in the same format as the original image using `menu:File[Save]`.
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+. When satisfied, save the change in the same format as the original image using `menu:File[Save]`.
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====
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====
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=== LightMap baking
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=== LightMap baking
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