Bump mapping

Started by Dune, May 29, 2015, 10:35:02 AM

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Dune


bobbystahr

Quote from: Dune on May 29, 2015, 10:35:02 AM
I found this, but not tried it; maybe of use to anyone... http://ssbump-generator.yolasite.com/

And this: http://cpetry.github.io/NormalMap-Online/

This online one seems quite adequate for my needs. Thanks Ulco.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Dune

But I haven't checked if it really does a good job or just makes an image greyscale....

bobbystahr

Quote from: Dune on June 02, 2015, 02:03:21 AM
But I haven't checked if it really does a good job or just makes an image greyscale....

Seems to make good maps. They seem to functions as the ones I've run into with textures that come with a normal map and the Specular and A O maps seem good as well. You just have to make a set and rename them right away or you wind up with maps labeled Specular, Specular(1), Specular (2) etc. for all the maps.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Dune

Glad it's of any use.

bobbystahr

Ulco...for this test I used 3 different sets all run thru the online app. I used the Colour, Displacement and also as a Child for more fine displacement I used the Normal Maps. Perhaps a bit over-done on the cliff face. I only have .6 Detail and 4 AA so it's not as cool as it could be but a fair example I figure.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Dune

Well, that central area does look rather good.

bobbystahr

Quote from: Dune on June 03, 2015, 05:33:33 AM
Well, that central area does look rather good.
Agree, I just wish I'd dialed the extra displacement from the Normal map back a bit but, live and learn.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

TheBadger

bobbystahr
Please detail what and how you did this. Bullet point steps would be fine.
I always wanted to do this in TG but never got to it. I mean I have used image masks plenty, but this looks different then anything I have tried before.

I saw this thread a few days ago and bookmarked it, but your image makes me want to try it now.

It has been eaten.

bobbystahr

#9
Quote from: TheBadger on June 03, 2015, 12:22:56 PM
bobbystahr
Please detail what and how you did this. Bullet point steps would be fine.
I always wanted to do this in TG but never got to it. I mean I have used image masks plenty, but this looks different then anything I have tried before.

I saw this thread a few days ago and bookmarked it, but your image makes me want to try it now.



Pretty simple really.
1. Go to the online site and make a set of textures you start with your colour map which you load there and make the others there...it's dead simple.
2. Open TG3 and select a scene area, preferably a cliff area and load a Surface layer.
3. First load your Colour Map and to get it's location right click in the middle of the cliff and paste that into you map location, select center.
3. To orient your map put a Transform between the Image map and the Surface layer, select World and using your mouse find the slope of the cliff area and rotate the map by that amount around the X which has it standing up against the cliff.
4. Size your map in the Image Map shader till you get the look you want and, I limit the height to the top of the cliff and the bottom to level ground as my image shows, then tile/repeat it in the horizontal and if your map doesn't cover the cliff height in the vertical as well.
5. Duplicate your Image map shader and Transform shader, replace the Colour map with the Displacement map you made and plug into the Surface layer Displacement slot.
5a. Paste that combo again but this time I added another Surface layer into the Child slot of the first Surface layer with it's(Child Surface layer) colour disabled and plugged the new combo into the Child Surface layer's Displacement slot and replaced the Colour map with the Normal map you made and displace a little for additional displacement. Network should resemble the diagram below.
6. Test render.
Base
    |
    |
    |
    |
    |                                                                     NormalMap
    |                                                                        |
    |      ColourMap                     DisplaceMap    Child Surface layer
    |             |                                     |                    |
Input    Colour    Lumimnosity    Displace           Child       Mask

Reviewing my file I found I did it a bit differently that time so I've added a clip file. You can just replace the image maps and locations with your maps and locations.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

TheBadger

Thanks.
I hope to try this at the end of my current project. I may want some details that it would just be easier to project them, than to try and climb back inside the heads of the blue node users ;) There are some other little details that this may help with too.
It has been eaten.