Yeah that's the problem, all I have is the normal map and nothing
else. All I really need is to displace an object with a normal map to
create the depth/displacement map.
Sorta the opposite of using a displacement map to generate the normal
map, which BTW works nicely with Ultimapper. Almost like I need to
have Ultimapper obey Bump Map or something like that.
Thanks
Marc Brinkley - EA | Chicago
mbrinkley [at] ea.com
847.884.2000 x118
"Error: The operation completed successfully"
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*From:* owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM]
*On Behalf Of *Per Edwards
*Sent:* Tuesday, October 04, 2005 8:34 PM
*To:* XSI(at)Softimage.COM
*Subject:* Re: Using Normal Map as a Displacement Map
Hey all,
Here's one that I am bumping my head against.
v5 BTW
I have a normal map that is piped into the new XSINormalMap
node in the rendertree. The XSINormalMap node is hooked into
the Bump Map on the material. Renders just fine..actually,
really nice.
I would like to be able to use the Normal Map as displacement
instead of bump. Any thoughts? I don't use the RT that much so
shading trickery is not my gig.
I am really trying to find a way to convert a normal map into
a displacement map and I was hoping to use the XSINormalMap
node and some RenderMap/Ultimate magic to pull it off. But I
am not getting what I want…or at least I am not seeing a way
as Ultimap does not obey bump map.
Eh?
Normal map data is stored as normals, i.e. It has no length value.
In theory you could walk the map and calculate a heightmap from
that, but it would be a hell of a lot slower than using a correct
dispalcement map to start out with. Whatever you used to generate
your normal map should be able to generate a displacement map for
you at the same time.
per
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