How to texture glass?

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How to texture glass? // New Users

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Post by Ospreyluvr // Jan 2, 2009, 9:08am

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I need to know how to add a logo to glass, while maintaining the glass effect. I don't care if the logo is not blended into the glass or not, just need to add a logo to it.:confused:

Post by rjeff // Jan 2, 2009, 9:09am

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how about using the decal tool.

Post by Weevil // Jan 2, 2009, 9:28am

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Could use the displacement map tool for effect, or what Rjeff said

Post by Ospreyluvr // Jan 2, 2009, 10:41am

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Now, just how would one go about using these decal and displacement map tools?

Post by rjeff // Jan 2, 2009, 10:57am

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help file... read up on that..to much to re-write.

Post by Ospreyluvr // Jan 2, 2009, 11:30am

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OK, thank you.

Post by Emma // Jan 2, 2009, 12:26pm

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Look at the glass bootle beneath this link

http://forums1.caligari.com/truespace/showthread.php?t=7504&page=2

There I simply

- used PE mode for the bottle

- selected the faces where the paper should stay

- used Paint Faces tool of the Material Editor to just paint those selected faces

- corrected size and position with the Planar UV projection tool


Was that what you were looking after ?


If you use additionally bump maps you can get things looking like a relief or etched into glasses effect

Post by Ospreyluvr // Jan 2, 2009, 12:44pm

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Well, this is what I have so far:

http://i246.photobucket.com/albums/gg82/Ospreyluvr22/CologneBottleTS.jpg

Post by Emma // Jan 2, 2009, 1:15pm

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Looks perfect:), I'm too late with my poor sample. Madeit to show, no matter if a a drawing, or photo, or engraving, everything is possible.

Post by Ospreyluvr // Jan 2, 2009, 2:00pm

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Thats a pretty nice pic!

Post by RAYMAN // Jan 2, 2009, 3:26pm

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Everything can be done from clipmapping text to a surface using multilayered materials to actually using text of different ior values glass to sss material

inside glass only the sky is the limit !;)

Post by RAYMAN // Jan 2, 2009, 3:27pm

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Heres the 4 picture with simple clip mapping you could do this with gold letters too !

Post by Ospreyluvr // Jan 2, 2009, 5:11pm

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How did you make pic #4 with the truespace cut into the glass?

Post by RAYMAN // Jan 5, 2009, 8:39am

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Sorry was away for 2 days !

Picture No 4 was made with letteras inside a block with ethe letters at ior !

and the block at ior 1,5

so you realy just have different refraction values !

Peter

Post by Ospreyluvr // Jan 5, 2009, 12:27pm

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Sorry, i meant #3. I want to know how you made etched glass like that.

Post by RAYMAN // Jan 5, 2009, 12:45pm

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I was talking about 3 .....

4 is just simpl clipmapping 3 is a different ior value and a bump map..

(some noise);)

Post by Ospreyluvr // Jan 5, 2009, 3:18pm

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OK. I see. Do you know if there is a tutorial on making bumpmaps?

Post by RAYMAN // Jan 5, 2009, 9:36pm

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That bumpmap is realy simple !

either you have noise as a procedural or you ad grey color fill

to a picture and ad noise to it using the in build filter for it

something like this

Post by TomG // Jan 6, 2009, 2:29am

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Bump maps are greyscale images, where the brightness determines the "height" of the surface. You can create them in a 2D paint package - the simplest way is just convert any image to greyscale. Or you can just paint them by hand, eg write text in grey or black, blur and soften as appropriate, and you have a way of etching letters into a surface, or white on a grey background and raise them off the surface.


Note the effect is simulated, no geometry is actually moved, so the lighting on the surface reacts as if the area was raised or lowered, but if you rotate the object, you won't see the lettering actually sticking out from the object. The light just reacts as if it does.


Just out of interest, a displacement map is a greyscale image that DOES move the geometry; a normal map is an image where the red, green and blue components are used to change the direction the normal of the surface faces in, with the red, green and blue values being used for x, y and z.


HTH!

Tom

Post by Ospreyluvr // Jan 6, 2009, 3:43am

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Thanks Rayman and TomG. I don't have time to try that out yet. But, I will later. Again, thanks.

Post by jrboddie // Jan 6, 2009, 4:13am

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Bump maps are greyscale images, where the brightness determines the "height" of the surface.

...


a normal map is an image where the red, green and blue components are used to change the direction the normal of the surface faces in, with the red, green and blue values being used for x, y and z.


HTH!

Tom


This is a little confusing to me. There is a D3D material in the library called "TextureBump" which uses under the "Bump" tab a Normal Map (one of those RGB things.)


Is the D3D material just misnamed or does it work correctly with a Bump Map (grayscale) or is there some other D3D material that does?


(I found a plug-in for Gimp that converts a grayscale image Bump Map to a Normal Map.)

Post by RAYMAN // Jan 6, 2009, 5:21am

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realtime shaders are a bit different to lightworks and Vray..

There used to be a free program thats now quite expensive called crazy bump that makes normal maps out of bump maps...

Heres an example of the frosted effect with the bump and without..

Post by Ospreyluvr // Jan 6, 2009, 7:36am

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Well, I have made a Displacement Map, now I need to know how to apply this displacement map?

Post by Ospreyluvr // Jan 6, 2009, 8:25am

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OK, well, I have got the map on the object, but it wont fit on it!

http://i246.photobucket.com/albums/gg82/Ospreyluvr22/MapBlah.jpg

NOTE: The backwards six is on the other side of the object. It did not run over, I tried to add it to that face. Also, No matter the size of this wall, it stays the same, so that is not it.:(

Post by TomG // Jan 6, 2009, 8:56am

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UV Mapping time! UV mapping determines what point on the 3D surface relates to what point in the 2D image.


For this case, I would apply planar or cubic. If planar, I would do one side, then the other (select the face in Point Edit, and then apply Planar UV mapping; select the other face in Point Edit, and apply Planar UV mapping). Note that if you apply a texture map to both sides, they will be reversed compared to each other (ie they will read the right way looked at face on, but will appear reversed if you look through the other side to see them, since it's glass).


UV Mapping is pretty complex stuff. I suggest the Texture University course for an intro to it using the Model side tools, just to grasp some of the concepts. Other non-tS courses might help too.


HTH!

Tom

Post by Norm // Jan 7, 2009, 7:10am

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Over on the Nvidia site, you will find a PhotoShop plugin that will create normal maps for you.

http://developer.nvidia.com/object/photoshop_dds_plugins.html

Post by Ospreyluvr // Jan 7, 2009, 8:31am

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Thanks norm! BTW, the UV mapping was my problem. It has been fixed. I'll post a pic later. Thanks guys!:jumpy:
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