Crazy Bump

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Crazy Bump // Archive: Tech Forum

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Post by rjeff // Mar 8, 2008, 7:43am

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I guess Prodigy can answer this one. Ok CB makes 5 maps. Normals, Diffuse, Displacment,Occulsion and Specular I would say in order to get my TS image to look like the CB image I need to load all these maps in. Do I just need to make seperate layers. I know where displacement and difuse goes. I am not sure about the rest and how they would work in TS. This is where seperate editable layers would be nice like in PShop. Where you could load in their own slot and tweak them. Is this possible in TS 7.5?

Post by Steinie // Mar 8, 2008, 7:58am

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http://www.caligari.com/products/trueSpace/ts5/Plugins/Caligari/ipak/default.asp?Cate=Caligari
On the Model side you can. I-Pak is built into 7.0 onward.

Post by Jack Edwards // Mar 8, 2008, 8:00am

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Which render engine are you using?

For Lightworks and VRay, you'd need to use one of the "Mapped Shaders" - there's a phong and metal one.

To really get the correct results you'll need to create a custom DX material though.

The odd thing about the occlusion map is it's sort of negative ambient light. So I'm not sure but you may be able to put that in the Ambient/Luminance channel but with a negative multiplier and possibly inverting the map. For DX, you would work it into the Constant part of your shader. Alternately you could use a paint program and bake it into your diffuse map. ;)

Specular goes into Specular for both mapped materials. It's a bit trickier in DX since you need to modify it by your bump map and the relationship of the surface normal to the light direction. So it really depends on how fancy you want to get. You can either work it into the Model Shader brick or the Constant brick. Constant brick is the easier of the two, but make sure you're up on your 3D math. ;)

For the displacement map you'd use the Displacement tool and it would use the UV mappings for UV2.

Normal maps only work for VRay and DX. But only DX will let you use both Normal and bump map... and that's only if you code it yourself. ;)

Bump map goes into the bumpmap part of your shader for VRay and LW.

Post by prodigy // Mar 8, 2008, 9:01am

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Agree with Jack.


Normal >> Normal Map (inside displacent Shaders)

Diffuse >> Diffuse Channel (Inside Mapped Shaders)

Displacment >> Displacement Map

Occulsion >> I suggest use it as a texture but you can use it as Diffuse on Mapped shaders too. ;)

Specular >> Specular Channel (Inside Mapped Shaders)


Nice Soft don't you think??

Post by rjeff // Mar 8, 2008, 9:52am

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Nice...is one way to put it..wow is one more way!

Post by rjeff // Mar 8, 2008, 9:55am

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when you say put the normal map "inside the displacement shader" what do you mean. I assume when you say Mapped shader you mean place it in the color shader? Just want to make sure I understand what "inside mean" pertating to this..cause I know what inside means..so no jokes!

Post by jamesmc // Mar 8, 2008, 10:17am

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Crazy bump test in tS7.51, Model Side, Vray

Post by rjeff // Mar 8, 2008, 12:28pm

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Well Jack you have confused me..I need to get a "3D For Dummies" book. I am not sure what alot of what you said means...this is the stuff I have to learn

Post by Jack Edwards // Mar 8, 2008, 1:02pm

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Hmm... I doubt you'll find this kind of stuff in a book. It's fairly application specific.

Assuming you're using VRay or Lightworks the easy answer is:
1.) load the diffuse map and occlusion map into your paint program on different layers, then blend them using multiply or screen. Basically the occlusion map is the shadows that you want to add to your texture. Save it out to a new file.

2.) Open the material editor. Add your new combined diffuse material in the color channel.

3.) Add the normal map (Normalmap shader) OR the bumpmap (Bumpmap shader) in the displacement (bump) channel.

4.) Change the reflectance channel to one of the mapped shaders, either mapped metal or mapped phong. Add the specular map in the specular channel. (In VRay you will need to set the multiplier above the file name to 1.0)

5.) To add the displacement map, you need to go into workspace side and click on the Displacement Mapping icon. Then load your displacement map in the displacement panel.

6.) Render :)

Doing it in realtime would require you to learn how to construct your own HLSL materials in the Link Editor and script editor.

Post by jamesmc // Mar 8, 2008, 2:59pm

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I tried some of the suggestions.

Real time views ended up looking better than the vray renders imo.

As one of the under-informed, unwashed average user chimps, I was probably doing something wrong.

First two are real time views in Workspace. First Image with "yellow-colored" lights.
Last is Vray render in Workspace

Post by jamesmc // Mar 8, 2008, 3:11pm

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Total Posts: 2566
Here's the file if anyone wants to play with it.

Ooops forgot to add texture files from crazy bump and original texture

Post by Jack Edwards // Mar 8, 2008, 8:44pm

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Very cool looking James!

The problem with your VRay render is too much light in the scene.

Keep in mind that infinite lights are supposed to represent a very bright far away light source like the sun or maybe moon. So really they are only intended to be used for outdoor scenes. Or to create sharp shadows caused by daylight.

Try placing the cube on a plane, deleting all the lights except one infinite light (make sure it's set to shadow casting). Then adjust the GI environment color until you have the right lighting.

That is one of the reasons that VRay is such a great tool. You can light whole scenes with very few lights and VRay does all the hard work for you.

Now there is an issue with VRay, GI and bump/normal mapping. To calculate a bump or normal map the surface has to be hit directly by an actual light. To get around this you can add very dark non-shadow casting infinite or point lights so that all visible areas of the model have some direct light cast on them.
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