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4K Texture looks blurry and normal / roughness do not work

Open NoTitleGamesOfficial opened this issue 1 year ago • 6 comments

I have the same 4K Texture (with Roughness & Normal Map) attached to a cube and the hterrain. As you can see it looks better on the cube: Bildschirmfoto von 2023-10-29 12-29-30

On the Terrain, the normal and roughness map is missing and the ground looks blurry: Bildschirmfoto von 2023-10-29 12-29-55

These are my import settings: Bildschirmfoto von 2023-10-29 12-30-43

Every help is appreciated :)

NoTitleGamesOfficial avatar Oct 29 '23 11:10 NoTitleGamesOfficial

The issue seems to be in common with your solution from this issue: https://github.com/Zylann/godot_heightmap_plugin/issues/404

When i select "Classic 4" as shader, instead of custom, the normal/roughness map work.

Any idea how to solve both issues?

NoTitleGamesOfficial avatar Oct 29 '23 11:10 NoTitleGamesOfficial

Classic4Lite does not support normalmapping. You have to choose a shader (or fork and modify one) that supports them, such as Classic4. Note that if the only thing you wanted to modify was the thing in #404, you can now change to Classic4 instead of Custom and modify the specular parameter (you need the latest version in the repo tho, otherwise you have to fork like in the issue).

Also I don't see any blurryness on your screenshot, the texture is probably just scaled up more I guess. The cube's UV-mapping is quite arbitrary to whatever Godot defaults to.

Zylann avatar Oct 29 '23 18:10 Zylann

Hi, I have the same problem. Using a texture with a normal map, but the terrain looks very flat. I see your comment on changing the specular parameter, but I cannot find it anywhere in the inspector setting for the Classic4 shader. What am I missing?

heddesheimer avatar May 29 '24 07:05 heddesheimer

Make sure you're using a shader that supports normalmaps, otherwise your normalmap won't be used.

About the specular option:

you need the latest version in the repo tho, otherwise you have to fork like in the issue

Note that specular isn't really related to the "strength" of normalmapping, it only makes stuff more shiny-ish.

I'm testing normalmaps right now in Godot 4.2.2, and I don't know if it's my scene that has gone too old, but normalmapping with MultiSplat16 seems broken. I don't know how that happened considering it used to work in the past and that I barely even touched the shaders in the past year :( It's not as broken with other scenes, so I wonder what is going on. Edit: looks like my packed textures are to blame, no clue why it's all red. Repacking them fixes it. image

Zylann avatar May 29 '24 17:05 Zylann

Classic4 should support the normal map, right?

heddesheimer avatar May 30 '24 04:05 heddesheimer

Yes it should. Just testing it right now and works fine image

Zylann avatar May 30 '24 17:05 Zylann