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Someone know when normalmaps will be fully supported?
Posted: Wed Jan 11, 2006 10:10 am
I think thi's a must.
Posted: Wed Jan 11, 2006 4:38 pm
they will not be "fully" supported any time soon.
lets see here, we have 3 variations on basis [global, object, tangent]
two variations on color depth [blender doesn't support 16 bit textures yet]
and bunches of variations on the directions the color channels could go.
and ways to create normal maps?
so of course they will not be fully supported... soon at least.
When will tangent normal maps be supported? hopefully soon. ... but still
would you like to be more specific? are you talking about support to create them? render with them? show up in the viewport? the game engine? tangent space? object space? global space?
Posted: Wed Jan 11, 2006 8:43 pm
z3r0_d wrote:would you like to be more specific? are you talking about support to create them? render with them? show up in the viewport? the game engine? tangent space? object space? global space?
I'm talking about using normalmaps exported from another software (like ZBrush) to detailing lowpoly models.
We can see in every furum and on every soft, how all the people detail objects this way, to obtain a symple geometry while maintain a high level of detail.
While normalmaps in Blender continue limited to planar surfaces, the functionality of this mapping mode is near ZERO.
P.D: Sorry by my poor english.
Posted: Wed Jan 11, 2006 10:06 pm
tangent space normal maps is probably what you want.
Ton added part of the support needed for them recently. Not sure if the next major release will have them or not, but hope so. If we get the sculpt script bundled this release, and there is a tangent normal map creation code from a high poly model and low poly model that we could get integrated as well, then perhaps someone will get added desire to do so.
Posted: Thu Jan 12, 2006 3:17 am
I'm hoping so too, and my coding chops (such as they are) are in use elsewhere at the moment.
Ton teased us with this limited implementation, and now we're all hanging...
Posted: Fri Jan 13, 2006 3:49 am
mostly we dont need to create them , there is a script that does that at elysiun... but for now as said above programs like zbrush make them great we just need to render them nice and clean now in blender.... Cant someone just hack in 3d cordnates instead of 2d cords for it? Or there way to much more to it than that ???
Posted: Mon Jan 30, 2006 10:12 pm
Have you looked at this link already?
http://18.104.22.168/zbc/showthread.ph ... ht=blender
Pretty good information. I've tried to render the sword they have there, and it looks good in Blender, unless you zoom in too close, then I get the "banding" issue that so many others have, in lots of other rendering programs as well.
Anybody knows why we have this "banding" issue? Maybe it's just a lack of optimization when I import it from ZBrush? If I knew why it happened, maybe it would be easier to troubleshoot and maybe even fix..?
I would really love for this to work flawlessly!
Thanks in advance for any help!
Posted: Mon Jan 30, 2006 11:30 pm
You can't do it with Blender.
Pole wrote:I've tried to render the sword they have there, and it looks good in Blender...
I doubt it.
The illumination is sure wrong, may be you don't notice it.
Posted: Tue Jan 31, 2006 3:33 pm
OK, great, so you have tried to render the sword too then I assume...
Yeah, I guess I haven't. Could you clarify what you mean with the "Illumination" problem?
I guess I can't attach files in this forum, else I would be happy to share my results...
Posted: Tue Jan 31, 2006 5:11 pm
there is a topic about zbrush, normalmaps and blender at elysiun. look really nice
http://www.elysiun.com/forum/viewtopic. ... ght=zbrush
Posted: Tue Jan 31, 2006 5:40 pm
Pole wrote:Yeah, I guess I haven't. Could you clarify what you mean with the "Illumination" problem?
The render looks flat.
Try to render suzanne with some texture in the normalmap channel and you will get a very flat illumination (near to shadeless).
May be you can upload the sample to some free server.
Thi's not NormalMap but DisplacementMap.
Posted: Wed Feb 01, 2006 7:39 am
Ahh... sorry... my fault, I did a search on ZBrush and ended up in the middle of this thread thinking about ZBrush + displacement maps...
So normal maps don't work at all... and I guess displacement maps are pretty poorly supported too?
Anyone able to render displacement maps without the banding issue?
Posted: Wed Feb 01, 2006 10:59 am
Pole wrote:...I guess displacement maps are pretty poorly supported too?
The DisplacementMaps in Blender are OK, but you need a very subdivided mesh to get subtle details. Thi's because the DisplacementMaps in Blender (like in another apps) use the geometry. Some render engines uses a micro-displacement algorithm at render level. This way you can make a huge field of golf filled of grass using only a noise texture in the displacement channel.
I think the micro-displacement are in the To-Do list