While I see the potential of dynamic lighting through normal maps, I am not yet convinced. If it actually works like you suggest and it can be used with skeletal animation then we are in for some crazy looking stuff coming from indies.Īnd bwwd seriously, if you are not interested in this, just stop posting about it. I'm sorry for being a pest, but I'm on the fence if I should back sprite lamp since I'm on the poor side and I can't afford to buy stuff I won't end up using. In your example this is not clear since the light is always the same, and the normal mapping is a bit confusing. Or, could you just load the head normal map and place the head spinning alone with a couple fixed position lights so we can see if in fact the normals adapt well to rotation. The effect is good even when normals where made from just 1 height map. I made enough maps to complete the standing and walking animations, I didn't know normal maps required alphas, can't you make normals using the height maps in the files? I painted them to get a volumetric look, and they certainly looked well in crazybump preview window. I don't think I can spare time to make height maps for all the images, since I'm already crunching hardcore to try and get a project finished before the year is over. Maybe we could create some other scenes with different art styles and proper normal maps. Maybe you could add the remaining if you've got time.)Īnd here is the same scene with some lights and a dark environment:Īs you can see it does not look very good because the character was not designed for dynamic light rendering and the normal maps are really shitty. But those which you uploaded are much better and smoother than mine. So I had to create my own with ShaderMap 2. In addition your program (Crazy Bump, I think?) removed the alpha channel for the normal map, which would end up in some very ugly rendering. I used tombmonkey's flower girl for the tests (sorry tombmonkey, but the ZIP file, you provided, has not normal maps for every sprite. You won't have as much control over the result as you have with Sprite Lamp, but the simplification and time saving payoff is beyond compare.I created this thread to let you discuss about the here mentioned topic, since this is not really Spriter feature related.Īnyway, I tested the shading stuff with Spriter and pre rendered/generated normal maps. Load a sprite, press a button, if you want, adjust the result with sliders and options, save the generated map and enjoy. Long story short: Sprite DLight generates a normal map for a sprite or even a sprite sheet by only using this sprite as the input image. The downside here is obvious: For larger projects, this means a HUGE amount of work, and you need at least some basic artistic skills to paint nice shading for multiple directions. LemonDROP has posted a nice example for this, I will upload a normal map made by Sprite DLight for the same artwork and a shader preview later, so everybody can see the difference.Īnd then you have tools like Sprite Lamp, that actually can produce great normal maps, depending on the skill of the artist who draws the required 2-5 lighting profiles. Last but not least, I would like to point out the difference to other normal map generators again, as people keep asking over and over after reading "normal map generator":Ĭommon normal map generators like CB & co simply cannot create voluminous shapes, they just produce a bevel-like bump effect from a surface. To FraktalZero's question: Sprite DLight's normal maps are in tangent space, which seems to be standard for normal map generators. In the KS video, there is an example of a character, seen in a Spine-runtime, with dynamic lighting from a shader, written by a friend of mine.Īs the principle is basically the same, this shouldn't be hard to implement for Spriter, too. Generating normal maps for body parts or for an atlas in one is absolutely possible. okay, type "sprite lamp construct2" in google search and it should be among the first sites. I found a link on the Sprite Lamp website, seems like I cannot post it here. So the question is not if C2 could make use of this, as it already can.Įngine integration of Sprite DLight's normal maps is the same as for any other normal maps.įor Construct 2, the developer of Sprite Lamp is already working on a solution, together with some guys of this forum. I would like to elaborate a bit on things that have been discussed here.įirst of all, I have to point out that the output of Sprite DLight is (among other assets) a normal map, which can be used in any engine that supports shaders. Pretty exciting to already see that much interest in my tool, even before launch.
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