<p>I'm trying to implement radiosity normal maps from the old Valve paper:</p>

<p><a href="http://www.valvesoftware.com/publications/2004/GDC2004_Half-Life2_Shading.pdf" rel="nofollow noreferrer">Half-Life® 2 /
Valve Source™ Shading.pdf | valvesoftware.com</a></p>

<p>I've tried generating the light maps using Vray and 3dStudio max, by overriding the normals to point in these three directions:</p>

<p><a href="https://i.sstatic.net/CnS5u.png" rel="nofollow noreferrer"><img src="https://i.sstatic.net/CnS5u.png" alt="enter image description here"></a></p>

<p>It works to an extent, applying normal maps over walls and such makes them appear like they are light mapped and bumpy. It's when I set the normal map to (128,128,255) that i can't get the same result as if it were a regular light map and i see artifacts. </p>

<p>I'm not sure if understand at all how the basis is used to capture light, so i omitted the GI part and tried to bake just a directional light. </p>

<p>If i set a directional light at <code>(-1,0,0)</code> in the basis from the picture above, the first dot product (red arrow) will be less than 0, however both the green and the blue will get some value from that light. </p>

<p>Same way if i set it at <code>(1,0,0)</code> there will be some value greater than 0, and two less than.</p>

<p>This doesn't make sense, the directional light at this angle shouldn't contribute any light to this surface?
<a href="https://i.sstatic.net/bw1Iv.png" rel="nofollow noreferrer"><img src="https://i.sstatic.net/bw1Iv.png" alt="enter image description here"></a></p>

<p>The white arrow represents the light dir to be baked. The red one is pretty affected by it, but then scaling it by 1/3 doesn't really help much. 
It feels like it's missing some negative light (?). </p>

<p><a href="https://i.sstatic.net/LrMt0.png" rel="nofollow noreferrer"><img src="https://i.sstatic.net/LrMt0.png" alt="enter image description here"></a></p>

<p>Here it is with (1,1,1) normalized ^</p>

<lighting><real-time><global-illumination><radiosity>
Radiosity normal map light baking
Dusan Bosnjak 'pailhead'
# Radiosity normal map light baking

(Asked by: username_0 on 2018-03-30)

I'm trying to implement radiosity normal maps from the old Valve paper:

[Half-Life® 2 /
Valve Source™ Shading.pdf | valvesoftware.com](http://www.valvesoftware.com/publications/2004/GDC2004_Half-Life2_Shading.pdf)

I've tried generating the light maps using Vray and 3dStudio max, by overriding the normals to point in these three directions:

[![enter image description here](https://i.sstatic.net/CnS5u.png)](https://i.sstatic.net/CnS5u.png)

It works to an extent, applying normal maps over walls and such makes them appear like they are light mapped and bumpy. It's when I set the normal map to (128,128,255) that i can't get the same result as if it were a regular light map and i see artifacts.

I'm not sure if understand at all how the basis is used to capture light, so i omitted the GI part and tried to bake just a directional light.

If i set a directional light at `(-1,0,0)` in the basis from the picture above, the first dot product (red arrow) will be less than 0, however both the green and the blue will get some value from that light.

Same way if i set it at `(1,0,0)` there will be some value greater than 0, and two less than.

This doesn't make sense, the directional light at this angle shouldn't contribute any light to this surface?
[![enter image description here](https://i.sstatic.net/bw1Iv.png)](https://i.sstatic.net/bw1Iv.png)

The white arrow represents the light dir to be baked. The red one is pretty affected by it, but then scaling it by 1/3 doesn't really help much.
It feels like it's missing some negative light (?).

[![enter image description here](https://i.sstatic.net/LrMt0.png)](https://i.sstatic.net/LrMt0.png)

Here it is with (1,1,1) normalized ^

**Tags:** lighting, real-time, global-illumination, radiosity

---

## 0 answers

