Object Space Normal Maps in Softimage

In this course, we will learn how to generate and use Object Space Normal Maps in real-time using Softimage. Software required: Softimage 6 and up.
Course info
Level
Advanced
Updated
Aug 4, 2009
Duration
46m
Table of contents
Description
Course info
Level
Advanced
Updated
Aug 4, 2009
Duration
46m
Description

In this course, we will learn how to generate and use Object Space Normal Maps in real-time using Softimage. We will dive right in and learn how to use the Ultimapper to generate object space normal maps from a hi-res surface. Then we will learn how to code Direct X FX shaders to use these maps in real-time. This is a great project especially for those who have gone through shader pipeline course for Softimage and XNA. Software required: Softimage 6 and up.

About the author
About the author

Originally from Lagos, Nigeria, Sunder has made great headway in both the interactive game design and 3D animation worlds.

Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hello there, Digital Tutors here, an Autodesk Authorized Publisher, and in this series of lessons, we're going to learn how to generate and use object space normal maps in Softimage. Object space normal maps are easier and lighter to use than the more common or popular tangent-space normal maps and by learning how and when to use these, we can make more efficient renders or real-time visualizations. We're going to dive right in and learn how to use the Ultimapper to generate object space normal maps from a high-resolution surface. Then we will learn how to code DirectX effects shaders to use these normal maps in real time. By building such a shader, you'll be armed with the knowledge of how to use these maps. As an added bonus, we're also going to learn how to build a gradient shader and how to extract those colors as a texture using the Ultimapper and how to integrate that color information into our real-time shader. This is a great project, especially for those who have gone through our shader pipeline course for XSI and XNA. My name is Sunder and I'm excited to present this info to you, let's get started.