General Category > Anim8or v0.98 Discussion Forum

A list of ideas for anim8or

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Steve:
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).

Suppastar:
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.

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

Water Music:

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 . 

texel:
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.


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