Forum: Carrara


Subject: A New Plugin called "Deeper"

mmoir opened this issue on Oct 02, 2004 ยท 41 posts


mmoir posted Sat, 02 October 2004 at 10:32 AM

Attached Link: http://julien.chaplier.free.fr/Main.html

Hey all, Julien chaplier just posted on the Carrara list about a new plugin he has , looks interesting.Here is his post Hi all I added a new plug-in on my website (http://julien.chaplier.free.fr/Main.html ). Its name is Deeper and it handles normal maps in Carrara. Normal maps create the amazing real time bump mapping displayed in modern video games such as Doom3. Along with some information on normal maps, I posted 2 tutorials to show how they can be used to create realistic billboards or bas-relief style bump mapping. Deeper works with Carrara 3. The Carrara 4 version should be ready shortly after the SDK is available. Upgrade will be free of charge. The Mac version is not available yet, but I'll post it as soon as I can build it. If you've got questions regarding Deeper, feel free to ask me on this list or directly at julien_chaplier@yahoo.com. Regards, Julien

nomuse posted Sat, 02 October 2004 at 11:32 AM

Normal mapping? Yow. I was just reading about that in Game Developer. This could come in handy for larger animations. Apropro of which, has anyone attempted to fit Carrara into their pipeline on a game development? I know it lacks the specialized toolsets avail to, say, Max...


falconperigot posted Sat, 02 October 2004 at 4:45 PM

That is very interesting. Thanks Mike & Julien! ArchiTools looks as though it will be a great plugin too.


PAGZone posted Sat, 02 October 2004 at 7:27 PM

He has some interesting looking plug ins, would love to see more of the ArchiTools but his site needs some major work as most of the graphics and images don't show up or are missing...


ayodejiosokoya posted Sun, 03 October 2004 at 3:03 AM

Yeah, I have the same problem when using Mozilla. IE works fine though.


nomuse posted Sun, 03 October 2004 at 3:48 AM

You should try getting though there on iCab! Must be another one of those IE-tailored sites...


ayodejiosokoya posted Sun, 03 October 2004 at 4:06 AM

I think this plugin does look quite nice. When combined with Anything Groves and/or Zbrush there is some serious power avaliable.


nomuse posted Sun, 03 October 2004 at 4:20 AM

As long as the whole pipeline is there. I mean, you gotta be able to generate, export, then re-apply that normal map to get the savings in polygons. But I guess this DOES do the re-import, because Carrara will render the normals data already (I know, because I rendered out ALL the alpha channels while I was generating a picture and bump for the texture on something else.) If it can be as simple as generate, save, import material, apply, it could be a saver every time a scene gets a little large to handle.


rendererer posted Sun, 03 October 2004 at 8:45 AM

I understand the difference between a normal map and a regular bump map, and I can appreciate why a normal map is faster to render, because the renderer doesn't have to sample the surrounding pixels to determine the correct normal... but couldn't Eovia (or some other kind of plugin) just do some kind of pre-processing on a regular bump map to turn it into a normal map? Then the first time you render an image it would be slow, but after that Carrara could use the cached normal map and render more quickly. Then you wouldn't have to go through the extra step of making a normal map from geometry.


julien_chaplier posted Sun, 03 October 2004 at 8:53 AM

Thanks for reporting the problem with the web site. I don't have much time to spend on it, so I try to keep it as simple as possible to avoid incompatibility like that, but I made the mistake to build the website with Word. It works fine on IE, but not on Netscape. And when I retouched it with Composer, and it works on Netscape but not on IE. I ended up doing it in the text editor. Does somebody knows some a simple html editor I could use instead of these 2, they're driving me crazy ? As for the plug-in, it makes and reads normal maps as they are described on this site (but it's much easier to make them with Deeper since its a renderer that does the job, no special shader or lighting to do): http://members.shaw.ca/jimht03/normal.html but not the one described here: http://amber.rc.arizona.edu/lw/normalmaps.html (I'm currently working on something that could do that)


cjd posted Sun, 03 October 2004 at 10:47 AM

I've run into similar problems with using Word to create web pages. I finally gave up on Word and got Macromedia Studio. Great plug-in, and I know I'll be buying it soon to use with Carrara. Chris


PAGZone posted Sun, 03 October 2004 at 12:06 PM

Yeah, I would use either Adobe Go Live, or Macromedia Dreamweaver... Word, IMO, creates far too much code and is not very cross-platform compliant. If you have a Unix or Linux hosting account, or an account with PHP, look into PHP nuke as it is an entire content management system that you can install, customize and use the built in editors to create articles, galleries, etc... Regards, Paul


nomuse posted Sun, 03 October 2004 at 1:26 PM

As I understand it a normal map gives tighter control than a bump map. A bump map wraps a displaced surface around the original poys. A normal map takes every little texel of surface and treats it invidually. As I understand it, though, you can't paint a normal map. Perhaps as tools get more advanced there will be ways of adding detail automatically -- perhaps starting with something as simple as a Perlin noise generator, or perhaps a way to fold in an ordinary height map. In Doom3 they built real geometry to generate the normal map, then applied that to the low-poly runtime models. I could see this as a help even for those of us doing stills; it would let you model lavishly, even wastefully, then just before you move to the next object in the scene pull normals and swap out to a low-poly model.


maxxxmodelz posted Sun, 03 October 2004 at 1:42 PM

" As I understand it a normal map gives tighter control than a bump map. A bump map wraps a displaced surface around the original poys." This might help: "Normal mapping is a method where by the normals of a mesh are given more detailed lighting information by means of a bitmap image. This give the mesh the appearance of more realistic lighting and more surface detail. Normal maps are encoded to a bitmap image, much like a greyscale bump map. The way in which they differ however is that in traditional bump mapping only distinct changes in elevation are registered. A gradual change in height is almost impossible to perceive. Normal maps not only describe height, but accurately depict the angle of faces and are able to describe curves and complex angles much more accurately. In short, they create a much better illusion of height. Normal maps are encoded in RGB values which are used to indicate which direction the normal faces relative to the face of the polygon it is mapped to. The red channel describes normal facing in the X direction. 100% red means it is facing right 0% red means it is facing left. A 50% value means it is facing straight out in the direction of the polygon." http://www.ionization.net/tutsnorm1.htm Just to be clear, bump mapping and normal mapping don't actually displace the mesh like, for instance, sub-poly displacement does.


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


nomuse posted Sun, 03 October 2004 at 2:17 PM

That's a better explanation that the one I gave, maxx. Blame my lack of coffee. And that's it in a nutshell; a bump map can only say "this pixel is supposed to be higher than that pixel" and the software has to generate a slope from one to the other. A normals map can go right down to the texel level to specify not height but exactly which way that texel is pointing -- without having to slop an imposed slope over its neighbors. Say I had a bump map that was a tight checkerboard; one pixel white, one black. The result would be, at best, a kinda lumpy surface. Bump mapping can't derive a hundred little towers. In a normal map, though, I could make one of those diffraction grating patterns in which adjacent rows of pixels had crisp, distinct angles. That would be an interesting effect, by the way -- one of the reasons I look forward to a way of mathematically superimposing outside data on a normal map.


falconperigot posted Sun, 03 October 2004 at 4:45 PM

It wouldn't be too difficult to create simple normal maps, that will tile, within Carrara. As nomuse points out, the output is already there in the G-Buffers. Julien's plugin presumably saves you the trouble of dropping the output into the RGB channels of a blank image in Photoshop - as I did here - and of course the plugin makes the end result usable. More complex stuff would be more of a challenge but not impossible.

Vidar posted Sun, 03 October 2004 at 4:49 PM

yeah,exactly what i need.:)


nomuse posted Sun, 03 October 2004 at 6:24 PM

I just re-read what is said on the site about Deeper. It adds Normal Map as a shader function (in the bump map channel), and since it behaves like an ordinary texture map it can be tiled. It also appears to add some new way of rendering the normal map (Carrara already does this -- not sure what is being added here). Also read up on Architools, which if properly customizable could be a great aid in some projects I've been considering.


julien_chaplier posted Mon, 04 October 2004 at 2:25 AM

Here are a few precisions about what Deeper and Carrara exactly do. Carrara can render normal map but in global space, the one rendered with Deeper are in camera space, the z axis pointing toward the camera. And when the camera is a perspective camera, Deeper modify the orientation of the vectors to compensate the camera deformation. So its possible to create normal maps with Carrara, but the camera need to be an isometric camera, and to be place in the top view. Then a few more operations outside Carrara are necessary to extract the map from the g-buffers and place them into the color channels. Deeper renderer just removes all these constraints. Then Deeper provide a way to read the map in Carrara shaders, which wasnt possible before. I hope this helps. And thanks for your advices for the website construction tools.


falconperigot posted Mon, 04 October 2004 at 8:50 AM

Well, I got the plugin. :-)

Here is a quick test. Both images use a plane primitive lit with two lights, a blue on the left and a red on the right. The top image uses a bump map (made in C3 using distance G-Buffer) tiled across the surface, the bottom image a normal map (made in C3 using Deeper) and applied to the bump channel.

No vertices are displaced so the plane edges are still absolutely square for both methods but the advantages of normal maps over bump maps are clear, I think.


mdesmarais posted Mon, 04 October 2004 at 11:32 AM

Nice!! Can you run one with the full geometry, and one with the face on a plane, and tell us what the render times are like? There should be a significant advantage. . . Markd


ayodejiosokoya posted Mon, 04 October 2004 at 12:28 PM

Falconproject's example of normal maps versus bump maps is the best comparison I have seen.Quite a clear difference.


nomuse posted Mon, 04 October 2004 at 12:48 PM

Hoo-ya. I knew normal mapping was impressive, but boy this just encapsulates it in one striking image. Good work, Falcon!


falconperigot posted Mon, 04 October 2004 at 1:09 PM

Glad you like it. :-)

I think maybe the bump map could be improved. But normal maps still provide a very good way of getting detail without increasing the polys and slowing everything down.

Here's another test. On the left Mike cruelly truncated but rendered as geometry: Full Raytracing;Indirect Lighting: Lighting quality - Good (two distants); Accuracy: 4 pixels.
Render time: 1.02 min.
On the right, the normal map version on a plane, same setup. Render time 4 sec.


falconperigot posted Mon, 04 October 2004 at 1:57 PM

As you would expect the color balance in the normal map affects how it renders. This is the same map as above, beefed up a bit using curves in Photoshop. The actual map is below.

nomuse posted Mon, 04 October 2004 at 2:06 PM

Cool. Definately looks like you could render out some heavy surface detail (what do the movie space-ship modellers call it? Cruft?) and then cut-and-paste a bunch on to a new document, and apply that to your less-than-detailed hull. I imagine after a while you could even start to think in 3-color space. Painting the stuff by hand would be very difficult, though! The thing that really gives it away is the lack of cast shadows. And edges, of course -- same as bump maps.


mdesmarais posted Mon, 04 October 2004 at 2:58 PM

Thanks for the numbers. They are about as striking as I would expect! Markd


Hoofdcommissaris posted Tue, 05 October 2004 at 4:29 AM

Well. When the Mac version is available, pleas let us know! I am sure this will open up new dimensions!


Vidar posted Tue, 05 October 2004 at 2:28 PM

here is a plugin to create normal maps with photoshop,if you need to make some normal maps for this carrara plugin. http://developer.nvidia.com/object/nv_texture_tools.html


falconperigot posted Tue, 05 October 2004 at 5:20 PM

Thanks, that's a cool plugin. What it does is convert bump or height maps to normal maps. You can adjust the depth and preview the 3D look, complete with movable light.


Vidar posted Wed, 06 October 2004 at 1:06 AM

no problem.:)


Chrisdmd posted Wed, 06 October 2004 at 4:04 PM

So is Deeper an alternative to "Anything Grooves"?


Chrisdmd posted Wed, 06 October 2004 at 4:05 PM

So is Deeper an alternative to "Anything Grooves"?


Chrisdmd posted Wed, 06 October 2004 at 4:05 PM

So is Deeper an alternative to "Anything Grooves"?


nomuse posted Wed, 06 October 2004 at 4:20 PM

Sorta. Sorta. Sorta. More like an alternative to traditional bump mapping. Trouble with displacement mapping (aka Anything Grooves) is that you are introducing more geometry into the scene, making for longer renders. The cool thing about normal mapping is it does everything bump mapping does, only better, and faster, too. In fact, you can think of normal mapping as being Anything Grooves in reverse; taking geometry and reducing it to a map, leaving you with a simpler model.


Chrisdmd posted Wed, 06 October 2004 at 5:00 PM

Sounds great, but I guess the edges (outline) of the model will remain smooth with Deeper...right? As opposed to Anything grooves which will add detail...right?


nomuse posted Wed, 06 October 2004 at 5:18 PM

Right. Edges remain whatever the actual geometry is. Plus I'm not so sure about the ability of normal-mapped geom to self-shadow.


Chrisdmd posted Wed, 06 October 2004 at 5:43 PM

Nomuse, thanks for clearing this up for me. I think I'm starting to understand and appreciate the difference.


sailor_ed posted Wed, 06 October 2004 at 8:39 PM

From what I've seen here the normal mapping gives a real feeling of depth which makes the lack of shadowing even more apparent and noticable. It just doesn't look "right". IMHO Ed


falconperigot posted Thu, 07 October 2004 at 4:12 AM

Ed, I'd like to stress that the tests I've posted here (and the image I put in the gallery) are not intended to show how to use normal maps; rather I've tried to show how much better they are than bump maps by pushing the detail possible. Normal maps will never be as good as actual geometry where only actual geometry will do. What they can do is add detail when you need to keep down the poly count. This probably applies more to animation than stills but even in still renders they could be useful, particularly in fine detailing where the lack of shadows is less noticeable.

Message edited on: 10/07/2004 04:15


sailor_ed posted Thu, 07 October 2004 at 6:04 AM

flaconperigot, You're right of course. I tend to look at everything through my "still life" glasses. Ed