MarkBremmer opened this issue on Jul 05, 2010 · 16 posts
MarkBremmer posted Mon, 05 July 2010 at 5:33 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
Thank you Mark, that's a good find!
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headwax. posted Mon, 05 July 2010 at 6:57 PM
thanks from me too :)
GKDantas posted Mon, 05 July 2010 at 7:04 PM
GKDantas posted Mon, 05 July 2010 at 7:08 PM
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
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
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
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
MarkBremmer posted Fri, 16 July 2010 at 5:57 PM