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Carrara F.A.Q (Last Updated: 2024 Nov 28 3:44 pm)

 

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Subject: C8 Pro and making Normal Maps


MarkBremmer ( ) posted Mon, 05 July 2010 at 5:33 PM · edited Thu, 28 November 2024 at 8:42 PM

 Hi all, 

One of C8's new features is working with Normal Maps which provides a superior method, as compared to bump maps, for creating texture on an object. They can create more "depth" and render faster too. 

I've come across an excellent, cross platform  Normal Map generator the works with existing pixel files you load into it. (I found it because of my work with C4D) Look for Normapmap Generator at this link: http://www.smart-page.net/smartnormal/fl10.htm 

It will require the installation of the free Adobe Air application. As compared to some other Normal map generators I have, this one is by far the easiest to use.

Mark






Pret-a-3D ( ) posted Mon, 05 July 2010 at 5:42 PM
headwax. ( ) posted Mon, 05 July 2010 at 6:57 PM

thanks from me too :)


GKDantas ( ) posted Mon, 05 July 2010 at 7:04 PM

Good one mark!

Follow me at euQfiz Digital




GKDantas ( ) posted Mon, 05 July 2010 at 7:08 PM

Just add this one, that can use mesh to create normal map too:

http://www.xnormal.net/1.aspx

Follow me at euQfiz Digital




50parsecs ( ) posted Tue, 06 July 2010 at 2:09 AM

Thank you Mark!


jonstark ( ) posted Tue, 06 July 2010 at 1:07 PM

Stupid question, does using normal maps result in longer render/calculation times than using bump maps?  Also, while I'm asking stupid questions...   :)  Can I take a bump map for a character skin and turn it into a normal map or do I have to be a master of photoshop before thinking about using normal maps?


MarkBremmer ( ) posted Tue, 06 July 2010 at 1:37 PM

 Hi Jon,

Perfectly reasonable questions. Normal Maps actually render faster than bump maps. The tool at the link I provided will convert your existing bump map files to normal maps so there is no Photoshop wizardry required. 

Mark






jonstark ( ) posted Wed, 07 July 2010 at 12:52 AM

Awesome, thanks Mark!  :)


Miss Nancy ( ) posted Wed, 07 July 2010 at 2:45 PM

thanks, mark.
when normal maps are mentioned here, especially poser forum, they usually omit saying that

  • bump map causes an apparent change (on render) in surface height along the normal, except at edges
  • displacement map causes displacement along the normal (even at edges)
  • normal map causes displacement along the normal and angular deviation from the normal

however, i dunno if normal map has edge falloff like poser bump maps display.



FALCON2 ( ) posted Fri, 09 July 2010 at 4:00 AM

Wow Mark, this little tool is slick!  And talk about perfect timing -- been working with the Unity 3D engine and having a way to create normal maps like this is a great plus!


Tugpsx ( ) posted Mon, 12 July 2010 at 1:58 AM · edited Mon, 12 July 2010 at 2:01 AM

Here is one I use for Normal Maps. ShaderMap Pro There are 2 versions FREE and Paid.
There is also a CLI option to that you can use to convert several maps in a batch process.

You can even load your own model to use within the program and see the results prior to exporting the normal, displacement, AO and specular maps

http://shadermap.com/index.php


jonstark ( ) posted Fri, 16 July 2010 at 5:16 PM

Ok I finally got 'not-brain-dead' enough to realize that I could resize my bump map images to a smaller size to fit this free tool's parameters and I gave normal maps a try last night.

So far it's hard to see much difference, but a key question would be what do I set the bias to when creating the tool?  It defaults at 1, and it seems to get way bumpier if I move it up from there.  Also what should I be setting the bump levels at in the shader when using the normal map?  I'm trying to do skin at the moment, to get an idea, and Tugpsx, if you're still out there, I know you know a lot about skin (I've seen your work and it's impressive).  Any tips from anyone?  I'm sort of stabbing in the dark right now.


MarkBremmer ( ) posted Fri, 16 July 2010 at 5:36 PM

 Yes, more bias equals bigger bumps - to a point. When you are working with fine detail like skin, you can obliterate detail by being to aggressive with the bias. Thats where the filters can help you manage it. The Condensed filter is good for smooth noisy maps down while the Sobel filter helps pull detail out. 

The other adjustment, blur, lets you get away with using maps less than 2K by de-pixelating them a bit. 

There is no perfect setting. adjustments will always have to be made for intensity due to scene lighting. 

It's all smoke and mirrors. 






MarkBremmer ( ) posted Fri, 16 July 2010 at 5:56 PM

file_456165.jpg

 Walrus plain






MarkBremmer ( ) posted Fri, 16 July 2010 at 5:57 PM · edited Fri, 16 July 2010 at 5:58 PM

file_456166.jpg

 Walrus with Normal map made from bump art. Not quite human skin but hey, I'm still at work and don't have much time to play at the moment!






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