Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Pages: 1 ... 6 7 [8] 9 10 11

Author Topic: A list of ideas for anim8or  (Read 84075 times)

Raxx

  • Administrator
  • Hero Member
  • *****
  • Posts: 1446
    • View Profile
Re: A list of ideas for anim8or
« Reply #105 on: December 18, 2008, 12:25:14 pm »

Well Steve, the problem is that you're asking me to explain something that I think is beyond my level of...technical prowess :P I'm certain there are hundreds of normal map shaders and articles about utilizing normal maps on the web right now.

Some quick links I pulled off of google:
http://en.wikipedia.org/wiki/Normal_mapping
http://www.3dkingdoms.com/tutorial.htm

http://gamedev.net might be able to shed some light on the subject
Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 1520
    • View Profile
Re: A list of ideas for anim8or
« Reply #106 on: December 21, 2008, 07:25:24 am »

Raxx, if you could point me to where you got that image of the 3 different kinds of bumpmapping perhaps I could figure out how they made (b).
Logged

Raxx

  • Administrator
  • Hero Member
  • *****
  • Posts: 1446
    • View Profile
Re: A list of ideas for anim8or
« Reply #107 on: December 21, 2008, 08:01:01 am »

Well, I got it from this forum article: http://www.game-artist.net/forums/support/7756-bump-maps-vs-normal-maps.html but aside from the first two posts and the last one, there's not a whole lot of "how" that other articles didn't cover, but it might help.

The blender manual also compares between normal maps and bump maps: http://wiki.blender.org/index.php/Manual/Bump_and_Normal_Maps

Really all I do is google "bump vs normal map". Like I mentioned though you'd probably get a better idea if you check out normal map cg/hlsl/glsl shader files...
Logged

texel

  • Jr. Member
  • **
  • Posts: 79
    • View Profile
Re: A list of ideas for anim8or
« Reply #109 on: December 22, 2008, 10:39:58 am »

Steve,
Maybe peoples want to be able to directly  load Normal Maps textures instead of greyscale texture to use their own normal maps (computed from Nvidia Melody or something else, and not from Anim8or) and not just the ones computed by Anim8or. Maybe Anim8or can already do that (i have not tested)
Example:
http://planetpixelemporium.com/tutorialpages/images/nlinsample.jjpg.jpg

Maybe peoples also want more depth in the bump map relief. This can be done by more advanced (and slower) technics than simple dot3 Bump Mapping such as paralax Bump Mapping or Relief Mapping (maybe you already use it).

Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 1520
    • View Profile
Re: A list of ideas for anim8or
« Reply #110 on: December 25, 2008, 09:56:14 pm »

I understand what you're saying, texel.  I agree that directly loading normal maps would be useful.  Anim8or generates 1: tangent-space normal maps internally from greyscale/hight maps today.  Normal maps can also be modeled in 2: object space and they can be 3: view dependent.

It appears that (b) in the image that Raxx posted *are* view dependent because the center of the bumps are moved up form their origianal position.  Anim8or could be made to support regular normal maps but it cannot support view depedent maps (because the result would be wrong if the viewpoint is moved from what was used to create the map).
Logged

Suppastar

  • Jr. Member
  • **
  • Posts: 65
    • View Profile
Re: A list of ideas for anim8or
« Reply #111 on: December 29, 2008, 02:09:04 am »

Soooo........ are Normal maps finally down on the list? *Fingers cross*


There are so many programs out now for Normal maps, but Height maps are just in the dark, I haven't found 1 tutorial on how to make them properly. Having real Normal maps could generally improve the render speed's and Bump map(If allow the use of both at the same time of course) quality. Not only that, it will also improve Anim8or in terms of Game development.

Logged

Monex

  • Newbie
  • *
  • Posts: 47
    • View Profile
    • My homepage (not done)
Re: A list of ideas for anim8or
« Reply #112 on: January 27, 2009, 09:37:53 pm »

I think I found what the last of Raxx's images is using: http://en.wikipedia.org/wiki/Displacement_mapping
Logged

Water Music

  • Jr. Member
  • **
  • Posts: 86
    • View Profile
Re: A list of ideas for anim8or
« Reply #113 on: January 29, 2009, 02:38:40 am »


I'm kinda out of the loop on these things, but the last I heard displacement mapping support was being considered for DirectX 11.  I've been led to believe that that will make normal maps obsolete, but I have no idea whether or not it is even still on the table.  I linked to this article in an earlier post:  http://www.tomshardware.com/reviews/opengl-directx,2019-7.html
Logged

texel

  • Jr. Member
  • **
  • Posts: 79
    • View Profile
Re: A list of ideas for anim8or
« Reply #114 on: January 29, 2009, 08:56:23 am »

Displacement mapping is very different from Bump Mapping.

Bumpmapping is an illusion. it creates relief on a flat shape using a special way to compute illumination of each pixel of the shape. There are different technics to create Bump mapping: Emboss Bump Mapping, dot3Bump mapping, Parallax Bump Mapping, Relief Mapping, ... The last technics recquire shaders for real time rendering.

Displacement mapping move each vertex in the direction of its normal, in a distance which depend on the color of the texture on the vertex. It do not recquire Shader, DirectX 11 or OpenGL 3.1. It can be done with CPU. This feature was already available on 3DS Max 1.0 and maybe also before.
Hardware displacement mapping is a way to create displacement mapping in real time using shaders. It is also already available on DirectX 9 and OpenGL using shaders.
I think Hardware Displacement mapping would be less usefull than "CPU" Displacement Mapping.
Displacement mapping is not better than Bump Mapping because it recquire more vertices and faces ("to move"). It's just different.


« Last Edit: January 29, 2009, 08:59:33 am by texel »
Logged

odp04y

  • Full Member
  • ***
  • Posts: 102
    • View Profile
Re: A list of ideas for anim8or
« Reply #115 on: January 29, 2009, 05:56:28 pm »

Would parallax (virtual displacment) mapping not work?

http://en.wikipedia.org/wiki/Parallax_mapping
Logged

xalener

  • Sr. Member
  • ****
  • Posts: 257
    • View Profile
Re: A list of ideas for anim8or
« Reply #116 on: February 01, 2009, 04:51:00 pm »

I can do what xalener has fairly trivially

DOES THAT MEAN YOU'll DO IT!?!?!?!?!?!?!?!?!?!?!?
Logged

Suppastar

  • Jr. Member
  • **
  • Posts: 65
    • View Profile
Re: A list of ideas for anim8or
« Reply #117 on: February 02, 2009, 08:14:51 pm »

Hey Steve, I found a site that has images of the what the code does and the source codes for OPENGL. It even has some DX 8.1 code that you might be able to use or scavenge from.

http://www.zanir.szm.sk/dx10-19.html
Logged

bamman62

  • Jr. Member
  • **
  • Posts: 81
    • View Profile
Re: A list of ideas for anim8or
« Reply #118 on: February 04, 2009, 05:49:16 pm »

Once again, glad to see this thing going twice as well without me.

*Puts on his normal map hat

I would love to see a bunch of these features included in the next release. Especially a few new texturing things that could make a significant impact on the quality of renders.

Parallax mapping looks amazing in my opinion.

Logged

Modeler_in_the_Myst

  • Jr. Member
  • **
  • Posts: 80
    • View Profile
Re: A list of ideas for anim8or
« Reply #119 on: February 04, 2009, 09:47:56 pm »

I am no programmer, so how implementable this is, is way beyond me.
But what if, as variation of the Insert tool in face editing, instead of  adding a smaller copy of the face inside, you insert a smaller polygon, with a menu for how many faces you want the inserted polygon to have.
Logged
Pages: 1 ... 6 7 [8] 9 10 11