Fri, Nov 22, 4:41 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: "SSbump" normal map generator?


Boni ( ) posted Sun, 17 May 2015 at 11:03 PM · edited Fri, 22 November 2024 at 4:37 PM

Is anyone familiar with this open source program.  I'd like to use it to enhance my "bump" maps in Poser and Blender.  I've seen tutorials on Crazy Bump, but it's way too expensive.  All opinions appreciated.

Boni



"Be Hero to Yourself" -- Peter Tork


DarwinsMishap ( ) posted Sun, 17 May 2015 at 11:19 PM

I use Shadermap 3, but for normal maps mainly.  It can make AO, and Displacement maps as well, but they don't translate well into Poser.  With the right tweaking in program, the normals are really rather good.  There are no bump maps on this render (It's WIP- still have tweaking to do in some areas), just displacement for the veins and the normals made in Shadpermap.

file_7f6ffaa6bb0b408017b62254211691b5.pn


Boni ( ) posted Sun, 17 May 2015 at 11:29 PM

What is the cost of this program?  I'm on the cheap, looking for a freebie to do this.

Boni



"Be Hero to Yourself" -- Peter Tork


Vaskania ( ) posted Sun, 17 May 2015 at 11:37 PM · edited Sun, 17 May 2015 at 11:40 PM

I see the app xNormal thrown around quite a bit. I've never used it, but I've seen it mentioned enough times that it can't be that bad, and it can generate ssbumps since 2008. It's free.

"Added support for Self-Occlusion Radiosity Normal Maps ( SSBUMP), used in directional light mapping ( in both projective rendering and also in the height map/normal map tool."

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

Can Poser use ssbumps?

-----sig-----
Daz, Blender, Affinity, Substance, Unity, Python, C#


DarwinsMishap ( ) posted Mon, 18 May 2015 at 1:03 AM

It's going for about 49.95 or so- http://shadermap.com/buynow/

Well worth it, in my opinion. 


NanetteTredoux ( ) posted Mon, 18 May 2015 at 1:50 AM

Boni, please try the free SSbump and let us know. If it's free and it works, that would be wonderful.

Poser 11 Pro, Windows 10

Auxiliary Apps: Blender 2.79, Vue Complete 2016, Genetica 4 Pro, Gliftex 11 Pro, CorelDraw Suite X6, Comic Life 2, Project Dogwaffle Howler 8, Stitch Witch


aRtBee ( ) posted Mon, 18 May 2015 at 9:43 AM

just for curiosity: why are normal maps expected to have benefits over bump maps - in Poser renders, that is.

In my understanding (so please tell me where I go wrong)

 * bump maps represent some displacement (without doing the displacement itself), and are easy for further / user manipulation (add, multiply, brightness/contrast enhance)
 * from that, normal distortions at the object surface are derived via complex calculations
 * then those distortions are applied

while for normal maps the first two steps are performed in a seperate program, saved in a normal map, and then the third step is derived from that map. That is why using normal maps just require far less calculation efforts at render time, therefor they are preferred in the gaming environment with high FPS rates. But normal maps themselves are not suit for further / user manipulation anymore. 

Support for normal maps in Poser is for this reason: when you've got a model from a gaming area, including its textures and normal map, you can import it into Poser and thanks to Posers ability to deal with the normal map, you can render it out with decent results. But normal maps were never seen as the next step to bump mapping. In my view that is. 

- - - - - 

Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.

visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though


NanetteTredoux ( ) posted Mon, 18 May 2015 at 10:11 AM

According to one of the premium tutorials here on Renderosity, normal maps are supposed to render faster. 

Poser 11 Pro, Windows 10

Auxiliary Apps: Blender 2.79, Vue Complete 2016, Genetica 4 Pro, Gliftex 11 Pro, CorelDraw Suite X6, Comic Life 2, Project Dogwaffle Howler 8, Stitch Witch


moriador ( ) posted Mon, 18 May 2015 at 10:20 AM · edited Mon, 18 May 2015 at 10:25 AM

I've used InsaneBump, which is a free program that generates normal maps and bump maps. It also previews them with a moving light source, which helps you spot things like moire and so on. It also edits already existing normal maps. I fixed up quite a few procedural ones made in Filterforge that rendered terribly in Poser before being fixed. Now they're very nice. Worth looking at. :)


PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.


aRtBee ( ) posted Mon, 18 May 2015 at 10:53 AM

@Nanette: yes it will render faster as it can skip the before mentioned calculation steps. But no, you won't notice the difference unless you render out long animations.

- - - - - 

Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.

visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though


bagginsbill ( ) posted Mon, 18 May 2015 at 11:01 AM · edited Mon, 18 May 2015 at 11:03 AM

They do render faster - on a 30-minute bump map render, you will see a normal map take 29 minutes 59.9 seconds. You save 100 milliseconds.

As aRtBee said " they are preferred in the gaming environment with high FPS rates." In a game, saving even a few milliseconds is important, where each render has to be done in 16 milliseconds.

This requirement hasn't got a leg to stand on when you are already at 30 MINUTES for a render.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


fictionalbookshelf ( ) posted Mon, 18 May 2015 at 6:57 PM

Filter Forge does make normal maps from textures. There are a few filters you can download for Filter Forge for making normal maps. Each different in their own way - granted it's not free. Photoshop CC can make bump maps and normal maps under the filter - 3d tool option (Not free either). I don't like their normal maps much but their bumps maps are great. I tend to take the bump maps I make in Photoshop and open them in Gimp. I have a Gimp plug-in which is free that makes normal maps. The plug-in allows you to to adjust so many things. You can make the normal map really 'detailed' or 'just a wee bit' depending on your need.

Gimp Normal Plug-In

My Store & My Freebies


Boni ( ) posted Mon, 18 May 2015 at 7:06 PM

I see a more detailed bump in samples using normal bumps, and I have an ulterior motive here, as I want my Poser scenes to be imported into Blender cycles. And Blender utilizes normals.

Boni



"Be Hero to Yourself" -- Peter Tork


heddheld ( ) posted Tue, 19 May 2015 at 4:33 AM

I got a 'orrible feeling your expecting way too much from a "normal" map, while they are good for anyone making a game or animations for a one shot render don't bother ~ bump is fine and a lot easier to mess with in a paint proggy

even if I really wanted to use a normal map in blender I'd bake it in blender ........its a lot easier then you might think (is even a button called bake from multires lol )

there is no "one size fits all" answer, saving a second or so per frame on a 20,000 frame render would be awesome but means nothing on a one off 20 min render NOT trying to put you off cycles (I love it) but have a play with a normal map you like and its bump map I think you wont see much diff a lot of the time

have fun  


vilters ( ) posted Tue, 19 May 2015 at 5:16 AM

I am with heddheld on this one.

Bump and displacement maps are rather simple grey scale maps and a lot more end user friendly as normal maps.
Just open in any paint proggy, and adapt / adjust when required.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


Anthanasius ( ) posted Tue, 19 May 2015 at 11:10 AM

Hi !

I think normal maps dont have any utility if you have a good bump maps, but, 98% of bump maps in the market are crappy, they are just the invert of greyscale. In this case normal maps are the solution.

Génération mobiles Le Forum / Le Site

 


bagginsbill ( ) posted Tue, 19 May 2015 at 12:28 PM · edited Tue, 19 May 2015 at 12:29 PM

The one case I know where normals can do what bump cannot is the simulation of fibers that are laying in parallel, locally, but not generally the same over the whole surface. See the velvet thread nearby.

The reason this is interesting with normals is that to make a bump map that says here's a patch pointing left and here's another patch pointing right will require creating the equivalent of a gigantic mountain or valley, and this won't match with all the other mountains and valleys. A "height" interpretation of fibers laying flat in various directions doesn't come out right. Normal maps more directly produce arbitrary normals, which is what is needed for crushed velvet.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Boni ( ) posted Tue, 19 May 2015 at 12:56 PM

I do have a novice-like question here.  In reference to displacement and bump maps.  Is the only true difference that one uses a more varied altitude than the other and that is why the maps are different in many cases?

Boni



"Be Hero to Yourself" -- Peter Tork


bagginsbill ( ) posted Tue, 19 May 2015 at 1:12 PM · edited Tue, 19 May 2015 at 1:15 PM

There is no difference between a bump map and a displacement map, in terms of math.

However - people who know they're using bump only for bump (i.e. wrinkles and fine-grained texture, not to move the mesh) may remove some low-frequency height information, knowing that it will not help the cause, and that more bits devoted to tiny deviations would be better.

This is only motivated by 8-bit image limitations. Other image formats (like 16 bits) provide enough range to make such an optimization more effort than it's worth.

I'm referring here to overall height vs. local height variations. If, for example, you're modeling an entire face as a displacement of a spheroid, you need to deal with the entire protrusion of the nose (peak) vs.  the deepest part of the eye (valley). Since 8 bits only has 255 steps in it, total, you're going to have pretty big steps and the fine-grained details (like wrinkles on the lips) will be underrepresented - they will look like stacked pancakes.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Tue, 19 May 2015 at 1:19 PM

Here's an example of a displacement of a face I made long ago. On the left, the displacement has about 250 steps - so few that you can clearly see the terraces.

On the right around 750 steps.

attachment.php?attachmentid=21760&stc=1&


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Tue, 19 May 2015 at 1:22 PM

Using math node trickery, I managed to invent a scheme with 8-bit images that produced an effective resolution of 13 bits. It was an interesting mathematical puzzle - but not something your average artist is going to take advantage of.

attachment.php?attachmentid=21802&stc=1&


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Tue, 19 May 2015 at 1:23 PM · edited Tue, 19 May 2015 at 1:25 PM

The thread is here

Depth Map - Thread at RuntimeDNA from 2007

Puzzles like this are the reason I use Poser. I have no interest in art - I just like doing stuff that other people think there is no way in hell to do. Along the way, I accidentally learned some useful stuff, so I share that when the forum doesn't make me insane.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.