#Why normal map make everything either go dark or bright
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geographic latitude is the angle of the sun. its going dark or bright because it's just shadows from where the sun is
You can add light....
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what should I do then, any idea?
gui.lightinfluence=0
uhhh it's a surface appearance, should I make it into editablemesh instead?
also, don't surface gui have no normal map?
why surface appearance for a flat texture on a part
because it have a normal map option?
oh wait are you asking simply what does a normal map do
coz ye it is related to lighting
yeah, that's legit what I was asking about. Why it made full shadow or full brightness
I need it to make a certain part dark at a certain time of the day
normal maps are meant to simulate small detail geometry without actually constructing additional geometry, like if something has a small shallow indented or beveled curve on it, you'd draw that in a normal map and it'll look like it has a small part of the mesh sticking out from all angles due to it being a simple trick of lighting, highlights, and shadows.
and fun related fact, if there was no lighting in the 3d scene, everything would be black.
or perfectly flat - lighting is what creates the illusion of depth
is why in raycaster games like doom, things further away are slightly darker and things closer are slightly brighter to give depth perception
Like ts guy did it, I dont know how 
yea if the shading changes depending where the light is then its prob just a normal map + texture
so how can I do that
just put a texture on then what?
??
that's what I did
and it did that
you can see the image on the third pic, which is the normal map
well, I took it after moving around
it's a procedural generated map
check it from different sun angles
geographical latitude and clocktime both change sun angle
also rotate the part
it just either darken or heighlights the map
try it without color map
I’ve recently been playing around a bit with EditableMesh, as the Beta released not too long ago. After attempting to apply a SurfaceAppearance (also tried MaterialVariant), it seemed it didn’t apply the normal map to the mesh. Everything else worked: ColorMap, RoughnessMap, and MetalnessMap. For some reason, the normal map does apply, bu...
its not your uvs, if it were then your color map would be off too
w/o color map