Normal Maps Question

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Normal Maps Question // Roundtable

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Post by Délé // Mar 9, 2006, 5:16pm

Délé
Total Posts: 1374
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I noticed that when I apply a bump map on the modeler side it converts that bump map (along with amplitude) into a normal map. That's great. I have two questions though.

1. Can the Normal Map that is generated be saved to a file? I'm thinking it would be nice to save those created normal maps to a library so that they can be used with D3D materials. I don't see a way to do this.

2. Better yet, is there a block somewhere to use that would allow you to just input a regular bump map, set the amplitude via slider, and have it generate the normal map that you can then link into the Normal Map input of the material all within the LE? Then you wouldn't be stuck with a specific amplitude. :) I figure there has to be a way because TS is obviously already generating the normal map from the bump map and its amplitude, it's just that it would be nice to have control over it in the LE.

Post by SteveBe // Mar 9, 2006, 5:29pm

SteveBe
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When you move an object from Modeler to Player the textures are held in the
RS Tmp Textures folder, but only for that session. They are deleted when you
shut down TS. So you can Import the folder to your textures.

NVIDIA has some good plug-ins for Photoshop and PaintShop Pro. They can be
downloaded here:

http://developer.nvidia.com/page/tools.html

Post by Délé // Mar 9, 2006, 5:59pm

Délé
Total Posts: 1374
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Thanks for the idea SteveBe. :) I tried it but that folder seems to always be empty for me, even when I'm still in the same session.


Interesting you mentioned that Nvidia plug-in for Photoshop. I actually just downloaded it earlier today and was playing with it. It did seem to work alright. I had just noticed that TS did appear to generate the normal map from the bump so I thought it would be easier to do it all within TS.

Post by SteveBe // Mar 9, 2006, 6:03pm

SteveBe
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Valve,s Dev. Site has some good links here:
http://developer.valvesoftware.com/wiki/Creating_Normal_Maps

You can get a tool for Gimp (which is free) if you don't have Photoshop
or PSP.

edit: sorry I was posting when you were posting.

Post by SteveBe // Mar 9, 2006, 6:44pm

SteveBe
Total Posts: 282
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Hmm, your right , I tried it and the temp folder was empty. Very strange
because I have collections of normal maps using that method. There must be
an action that triggers the files to be placed in the temp folder.

Post by trueBlue // Mar 9, 2006, 7:19pm

trueBlue
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I just tried it and I have temp textures in RS Temp folder. I used the Material picker on the wavy object in Player with the Tools view open and changed PuchedLounge 'Default' to 'Texture Scale and Shine'. Switch to Modeler then Player.

Post by Délé // Mar 10, 2006, 7:47am

Délé
Total Posts: 1374
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Yeah, it seems to work with some textures. Unfortunately, when I add a bump map in the modeler and then try to see the files in that folder, none exist. I thought maybe the player material picker might be the trick, but that didn't seem to do anything either. It's kind of frustrating seeing that normal map sitting there, but not being able to save it to use with other materials. 'doh.


Again, ideally I think it would be nice to just have a separate block in the LE where you could insert a regular bump map, set the amplitude, and have it generate the normal map that you could just plug into the Normal Map input of the material you're working with. Perhaps it could be done with script....hmmm.


I'm sure it's not as good as proper normal maps are, as it's likely not using the X and Y axes as effectively, but it would still be nice to use bump maps in this way until more normal maps are available.

Post by trueBlue // Mar 11, 2006, 7:51am

trueBlue
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Dele: I wonder if you could use the UV mapping editor to save the BMP. Right click the UV mapping editor icon and toggle wire off. Then export.

Post by stan // Mar 11, 2006, 8:52am

stan
Total Posts: 1240
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don't know if this will help..use the new "simplify mesh and create normalmap" tool in player..then you get textures in the tmp folder..you do have to switch back to model like SteveBe said to generate them or temp is empty..

Post by SteveBe // Mar 11, 2006, 11:25pm

SteveBe
Total Posts: 282
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Well I did some testing and I think I figured an easy method. Apply your
greyscale as a bump map in Modeler and texture if you wish. Then go to
Player and enter the objects material until you get to the texture/bump
panel. Copy this into a library and apply it to a new object. Then goto
modeler and your texture and normal map will be in the RS Tmp Textures folder.

I've also been playing with the Multi pass rendering. By setting up geometry
and rendering a top view to a PSD file using the Channels Normal Mask option.

The last pass will render the normal mask to screen and I do a screen capture.
If I want a high rez normal map I just up my video to 2048 x 1536 and cap
and paste to Photoshop then crop and save.

BTW. by rotating the image 180 degrees you can produce an innee or an outee,
(that's belly button lingo).:)

Post by Délé // Mar 12, 2006, 12:51pm

Délé
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Thanks for all of the ideas guys. :) I should be able to get it to work now. Though I hope there is an easier way in the future. :)

Post by trueBlue // Mar 21, 2006, 7:36am

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1. Can the Normal Map that is generated be saved to a file? I'm thinking it would be nice to save those created normal maps to a library so that they can be used with D3D materials. I don't see a way to do this.


I was reading the Artist's Guide on page 512 and discovered an answer to your questions. Archive the scene.

Post by Délé // Mar 22, 2006, 9:41am

Délé
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Hmmm...Interesting. I'll have to give that a try. Thanks trueBlue. :)
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