Re: Using Normal Map as a Displacement Map

Date : Tue, 04 Oct 2005 23:51:10 -0500
To : XSI(at)Softimage.COM
From : Oscar Juárez <send.me(at)antropomorphia.com>
Subject : Re: Using Normal Map as a Displacement Map
http://66.70.170.53/Ryan/heightmap/heightmap.html

this tool will create a displacement map from a normal map... i think the resolution is not very good
but it might help you out, havent tested it myself quite well...


hope it helps

Oscar


Gene Crucean wrote:

Hmm... I wonder if you could use a multi direction displacement shader to get something working? Like the waterblue shader.

I haven't found a use for that shader yet but I might have to experiment with that a little.




On 10/4/05, *Raffaele Fragapane* <jaco(at)thejaco.com <mailto:jaco(at)thejaco.com>> wrote:


    generating a normals map from an elevation map (like bump or
    displacement) is trivial, as all you need to do is to recalculate the
    normals based on the elevation at the texel.

    I could be wrong about this, but I believe the other way around
    however
    is A LOT harder, as you'd have to, in simple words, to keep trying
    different solutions until you can figure out what elevations would
    re-orient the normals so that it matches the normals map.
    Unless there's some algorithmic solution in some siggy paper I
    ignore,
    is seems one of those situations where you deal with an integration
    problem (and eventually even worse, a minimization one) of
    undefined order.

    ******************************
    |     Raffaele Fragapane       |
    |     Rising Sun Pictures      |
    | "Remember, TD is for TopDog" |
    ******************************



    Brinkley, Marc wrote:

> 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 <http://ea.com>
> 847.884.2000 x118
> "Error: The operation completed successfully"
>
>
> ------------------------------------------------------------------------
> *From:* owner-xsi(at)Softimage.COM
<mailto:owner-xsi(at)Softimage.COM> [mailto: 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 <mailto: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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