Open wrathofrathma opened 3 years ago
I think normal mapping requires tangents and these aren't included in the mesh batching process. So even if your source meshes have tangents, they will be discarded...
So I've about 70% implemented it on a fork.
Cube mesher with normals & texture (no atlas tested yet)
Cube mesher without normals
I somehow created this visual glitch on the Godot cube mesh on the custom geometry & blocky mesher(Seems to get worse when I use blender objects). But the normals work!
Woo. On the right path.
Visual glitch was apparently pre-existing or user-error(I clean compiled and tested it off of master). So submitted a pull request.
Whenever I apply a normal map to blocky terrains the scene just stops being lit. I checked both demos and neither include normal maps for their terrain and the getting started is more geared towards Sdf/VoxelLodTerrain.
I've tried just about every combination possible with the below stuff Mesh
Normals
Godot Builds
It only seems to work when I enable Triplanar under Uv1, but that messes up the UV mapping on blocky terrains.
The only thing I haven't really tried is exporting the material with the object in blender with normals applied, but wherever possible I would prefer to use the provided cubic geometry since it runs 15-20x faster than godot's CubeMesh & blender exported cubes.
How should I go about applying normal maps to blocky voxels?