Soil imagemaptest

Started by Dune, September 13, 2016, 02:51:06 AM

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Dune

Just two mixed tiled textures, with some fake rocks. Made a crude displacement map out of the image, but the problem with doing so is that dark, high objects won't get proper height information. Photogrammetry is needed.

bobbystahr

interesting, and I know what y mean with image map displacement. I've run into that a lot when I depended heavily on image maps.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

zaxxon

Very interesting tests Ulco. The fusion of procedural and photogrametric elements seems to be a logical evolution. Anyone who has seen the latest "Jungle Book" can arrest to how stunning the CG environments were, and many, included assets from Quixel's photogrametric resources. There will be an issue of having the non-photo resources match up. All in all, the bar for 'realism' is once again being raised.

DocCharly65

Intersting experiments and nice results so far.
I don't know where it goes but I still prefer your "handmade grounds"
In the 3 images especially the small stones are looking like sunken into the ground. As I understand that's the height information problem you're talking of? All still looks a bit flat but I'll patiently wait for next iterations :)

Dune

These are just some tests of image maps, and see how realistic they can be with a little displacement. My conclusion is that it's not really a good way, unless for certain types of soil maybe. The stones are masked by PF, so the (grey) edges make them sink into the image mapped ground. Not a good way, I know. This is not intended to make something beautiful  ;)

I was thinking something else regarding normal maps and bump/displacement maps. I used to make bumpmaps out of a greyed image map (Pixplant does that), but dark areas are sunk, even if they are relatively higher. So a normal map would work better in that respect as all color is kind of flattened and bumps are still visible. But a normal map is RGB, with presumably the green channel as Y information. So I thought to just use that channel for a grey scale (lores) image map for bump, as the X and Z information isn't really useful anyway. Off to experiment....