
The rotation feature in the asset editor mesh importer is broken - it produces incorrect tangents, which will make normal maps appear incorrectly or not at all depending on the orientation and uv mapping of each face. That means it appears to be lit from the positive x and y directions which is the normal map standard. Some normal map generators have settings for inverting the red(x) and green(y) channels, but some of them invert the red channel by default.Ī regular normal map with no inversions looks as if it's lit from the top right - that means the red channel looks as if it's lit from the right, but the green channel looks as if it's lit from the top.

The letters are supposed to look extruded in this example.īefore you decide if you need to invert one of the normal map channels, you need to make sure the normal map generator you are using isn't inverting it by default. Terrain data is coming from Mapzen's global terrain tiles.A regular normal map without any inverted channels and its red and green channels shown separately.

Press the 'h' key to toggle interface visibility.Multiplying this scale factor by the width of a 3D mesh in units x will tell you how high in units z your mesh should be after displacement in order to be true-scale. The "z:x scale factor" describes how "high" the current view is, on the z-axis, in terms of how wide the current view is on the x-axis.( Here's a tutorial for doing this in Blender.) Import the resulting image as a displacement map in a 3D application to generate a 3D model of the terrain.

(You may need to right-click the image to do this.)

