Greyscale Bumpmaps to Normal Maps?
by James Laker (BurNinG) · in Artist Corner · 01/08/2007 (2:57 pm) · 7 replies
Hey there. I've managed to get my models into TSE. All the models I currently own have greyscale bumpmap textures and greyscale specularmap textures. I cant seem to see how to get the greyscale bumpmaps to work properly. In the material.cs I use the 'bumpTex[0]' variable, but this is clearly for use with normalmaps. Is there a way to convert my greyscale bumpmap textures to Normalmap textures? Or even a way to convert my specularmap texture to a normalmap, as it seems to have much more detail?
Alternatively... Is there a way to make force the Material to use an older style. Eg. Shader = DiffuseBump;
Im new to shaders, so be nice ;)
Thanx in Advance.
Alternatively... Is there a way to make force the Material to use an older style. Eg. Shader = DiffuseBump;
Im new to shaders, so be nice ;)
Thanx in Advance.
#2
01/08/2007 (3:15 pm)
I think bumpmaps use the Dot product method to create bump maps. Normal maps pixels represent a value for the normal of the ray coming off the surface, where as bump maps are not read the same, and the greyscale value determines the height of the texel being rendered, using almost an embossing technique. That's about all I know - my brain hurts...
#4
The highlight of the thread for me was CrazyBump, an automated normal map generator. It takes your image files and gives you a some controllers to render out quick normal maps. It's in Beta right now, but well worth checking out.
www.crazybump.com/beta/download.html
01/10/2007 (8:21 am)
Here's an informative tutorial thread on this subject over at cg chat: www.cgchat.com/forum/showthread.php?t=25997The highlight of the thread for me was CrazyBump, an automated normal map generator. It takes your image files and gives you a some controllers to render out quick normal maps. It's in Beta right now, but well worth checking out.
www.crazybump.com/beta/download.html
#5
01/10/2007 (8:33 am)
What's wrong with using the Nvidia Plugin which Mincentro posted 3 posts back? It's perfectly capable of what the OP wanted and pretty lightweight.
#6
Ultimately it's a trade, control vs time. CrazyBump does a fantastic job, (it really is striking how well it does its job,) and it eliminates the need for using Photoshop, but you do not get pixel level control. While, Photoshop gives you unparalleled control over the final results, the time required to punch them all out gives one pause.
There's also nothing wrong with exploring more options to find a solution that works best for you.
01/10/2007 (11:40 am)
Nothing at all wrong with using the Nvidia plugin, that's what the tutorial I linked uses.Ultimately it's a trade, control vs time. CrazyBump does a fantastic job, (it really is striking how well it does its job,) and it eliminates the need for using Photoshop, but you do not get pixel level control. While, Photoshop gives you unparalleled control over the final results, the time required to punch them all out gives one pause.
There's also nothing wrong with exploring more options to find a solution that works best for you.
#7
Edit: Crazybump works very well too.
01/10/2007 (2:11 pm)
The hmap2nmap.exe works just fine for me... Im struggling with the art side of things as it is :-) So I just buy models and dont own Photoshop. Thanx for all the info guys! Have so much fun with TGEA.Edit: Crazybump works very well too.
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