Crytek's Polybump system in Torque?
by MunkiBoi · in General Discussion · 07/17/2002 (5:21 am) · 16 replies
I found this product from a link on today's InsideCG.com, it's a method that seems similar to one I've heard that Carmak used in Doom III; basically it's a process for generating a normal map from a high res mesh then using that map on a low-res version in-game. The map is used as a bumpmap on the in-game model to give the impression of a higher poly-count. The screenshots look very impressive, and Crytek claim that their source code can be "cut&pasted" into your own engine, (something I'm dubious about myself).
There's also some screenshotsfrom their own engine, they look impressive but from Melv's and other's progress I think Torque will be able to match or surpass it very soon...
There's also some screenshotsfrom their own engine, they look impressive but from Melv's and other's progress I think Torque will be able to match or surpass it very soon...
About the author
#2
The plugin looks nice, but it appears that they require you to sign an NDA before they'll even tell you how much the license costs... not a good sign at all.
07/17/2002 (6:21 am)
The source you get seems to be the source to display a bumpmapped model in a game. Nice, not really that difficult to program yourself.The plugin looks nice, but it appears that they require you to sign an NDA before they'll even tell you how much the license costs... not a good sign at all.
#3
Yeah something tells me it'd cost a lot more than USD$100.00 ;-)
07/17/2002 (6:33 am)
The plugin looks nice, but it appears that they require you to sign an NDA before they'll even tell you how much the license costs... not a good sign at all.Yeah something tells me it'd cost a lot more than USD$100.00 ;-)
#4
07/17/2002 (7:16 am)
Wow, they do look impressive. If Torque is able to produce foilage like that things are certainly looking good....
#5
Of course, the downside is you have to have pixel 1.1 shaders :-(
"The plugin has been tested on
NVidia GeForce3
NVidia GeForce4 (excludes MX Version)
ATI Radeon 8500 "
07/17/2002 (7:36 am)
Wow... great screens.Of course, the downside is you have to have pixel 1.1 shaders :-(
"The plugin has been tested on
NVidia GeForce3
NVidia GeForce4 (excludes MX Version)
ATI Radeon 8500 "
#7
http://www.cs.jhu.edu/~cohen/Publications/cohendiss.fullres.pdf
If you deal better with code than with math theory, you might want to check out a simple implementation of this,
Ignacio Casta
07/17/2002 (1:34 pm)
For anyone interested in implementing this sort of thing themselves, I recommend checking out this paper:http://www.cs.jhu.edu/~cohen/Publications/cohendiss.fullres.pdf
If you deal better with code than with math theory, you might want to check out a simple implementation of this,
Ignacio Casta
#8
I also believe that other 3D applications are beginging to generate normal maps internally also, so it is really becoming a matter of "when" someone adds Normal Map support via a shader to Torque (and not if).
Logan
07/17/2002 (2:08 pm)
Actually for those people who are migrating up to Max R5 when it comes out there will be an option in the program to generate Normal Maps via a shader material.I also believe that other 3D applications are beginging to generate normal maps internally also, so it is really becoming a matter of "when" someone adds Normal Map support via a shader to Torque (and not if).
Logan
#9
07/17/2002 (4:43 pm)
SWEEEEEEET. Not only do I want the plugin, but the game engine also looks incredible. too bad i have no money :(
#10
I wouldn't worry, Torque can do about 80% of that now, and the other 20% like the water effects, specular highlights and bump-mapping will be coded in before too long, not to mention a whole bunch of other features that will continue to be added and improved throughout the life of the engine.
07/17/2002 (5:09 pm)
SWEEEEEEET. Not only do I want the plugin, but the game engine also looks incredible. too bad i have no money :(I wouldn't worry, Torque can do about 80% of that now, and the other 20% like the water effects, specular highlights and bump-mapping will be coded in before too long, not to mention a whole bunch of other features that will continue to be added and improved throughout the life of the engine.
#11
http://www.afrohorse.com - click on the demo's link on the left hand side.
I've put the source code on there too so you can browse through.
The results will differ from that of the ray casting methods, more so on low polygon models that collaspe curved surfaces to harshly, this is due to the nature of parallel projection for each polygon on the low polygon version that it renders from the high polygon version.
I've almost finished an update where you can load in directX .x files and saves out the normal map to a .tga, I'll upload it to the web site in a couple of days.
07/18/2002 (7:38 am)
If anyones interested I did do a bit of this myself, implemented in a slightly different way using hardware acceleration to increase the speed of the normal map generation. It's here:http://www.afrohorse.com - click on the demo's link on the left hand side.
I've put the source code on there too so you can browse through.
The results will differ from that of the ray casting methods, more so on low polygon models that collaspe curved surfaces to harshly, this is due to the nature of parallel projection for each polygon on the low polygon version that it renders from the high polygon version.
I've almost finished an update where you can load in directX .x files and saves out the normal map to a .tga, I'll upload it to the web site in a couple of days.
#12
07/18/2002 (7:49 am)
I know Torque will get there soon, but I can't wait :)
#13
07/18/2002 (4:24 pm)
Hey pretty cool afrohorse, are you planning on adding this to Torque ?
#14
its also free for non-commercial use.
:).
04/14/2003 (11:18 am)
the link above to the polybump licensing info says 900 euros, NOT 9500.its also free for non-commercial use.
:).
#15
Jeff Tunnell GG
04/14/2003 (12:20 pm)
The Crytek Engine is $500,000. One of the GG community members asked at their booth at GDC.Jeff Tunnell GG
#16
04/14/2003 (12:47 pm)
yowtch! ill take one polybump, hold the crytek hehehe.
Tricky
-tricky