Normal Map with Alpha

Blitz3D Forums/Blitz3D Programming/Normal Map with Alpha

RustyKristi(Posted 2016) [#1]
Anybody has seen or some ideas on how to reproduce this kind of normal map?






It's an object space normal map but I don't know how it generated the alpha. DDS format


_PJ_(Posted 2016) [#2]
I don't know much about the DDS format, but given there are a number of "types" of DDS file and that B3D only supports some of these, I imagine that bit-depth or a header flag is involved somewhere.

Whether due to a mask colour defined in the header, or an instruction to use up to 8bits or so for alpha levels (i.e. as 32-bit).

If the former, then any 0,0,0 value might be considered transparent
if the latter, then possibly a gradient of transparency is encoded within a 4th byte.

That's just a guess based on the typical methods for encoding transparency in other formats.


RustyKristi(Posted 2016) [#3]
Thanks PJ, actually I kind of posted in the wrong category but anyway I'm trying to use this under blitz irrlicht wrapper which supports normal mapping.

I'm still curious what software tools can generate this type of 32bit with alpha data.


jfk EO-11110(Posted 2016) [#4]
tga has an alpha channel. png too. But must be saved correctly. see also codearchive. you may habe to combine several layers of textures. dds is good when it comes to masked textures. Normalmap can be anything, bmp, jpg...

tho I never combined normal and alpha in blitz, so I don't know if they like eachother.

the photoshop dds export plugin allows you to play with the options, and most likely also the one of blender.