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How to texture glass?
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
How to texture glass? // New Users
Post by Ospreyluvr // Jan 2, 2009, 9:08am
Ospreyluvr
Total Posts: 112
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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
Weevil
Total Posts: 534
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Could use the displacement map tool for effect, or what Rjeff said |
Post by Ospreyluvr // Jan 2, 2009, 10:41am
Ospreyluvr
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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
rjeff
Total Posts: 1260
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help file... read up on that..to much to re-write. |
Post by Ospreyluvr // Jan 2, 2009, 11:30am
Ospreyluvr
Total Posts: 112
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OK, thank you. |
Post by Emma // Jan 2, 2009, 12:26pm
Emma
Total Posts: 344
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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
Ospreyluvr
Total Posts: 112
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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
Emma
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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
Ospreyluvr
Total Posts: 112
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Thats a pretty nice pic! |
Post by RAYMAN // Jan 2, 2009, 3:26pm
RAYMAN
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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
RAYMAN
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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
Ospreyluvr
Total Posts: 112
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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
RAYMAN
Total Posts: 1496
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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
Ospreyluvr
Total Posts: 112
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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
RAYMAN
Total Posts: 1496
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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
Ospreyluvr
Total Posts: 112
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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
RAYMAN
Total Posts: 1496
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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
TomG
Total Posts: 3397
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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
Ospreyluvr
Total Posts: 112
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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
jrboddie
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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
RAYMAN
Total Posts: 1496
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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
Ospreyluvr
Total Posts: 112
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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
Ospreyluvr
Total Posts: 112
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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
TomG
Total Posts: 3397
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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
Norm
Total Posts: 862
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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
Ospreyluvr
Total Posts: 112
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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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