Re: Creating "THE" normal map...

Date : Wed, 08 Mar 2006 11:36:05 -0600
To : XSI(at)Softimage.COM
From : Steve Parish <english(at)janimation.com>
Subject : Re: Creating "THE" normal map...
Hi Michael,

We dont own Darktree :(

I was just using the free shaders to add some bump into a complex piece of geometry (so I didnt need to unwrap UV's) but would like to use unique UV's to bake out the bump for more efficient rendering.

Thanks
Steve


Michaël Bentitou wrote:

Hi Steve – Any reason why you can’t export your normal map directly from DarkTree ?

 

-=mb.

 

 

 

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Steve Parish
Sent: Wednesday, March 08, 2006 11:27 AM
To: XSI(at)Softimage.COM
Subject: Creating "THE" normal map...

 

I am having some difficulties in creating a good normal map. I was wondering if anyone had a good workflow that is quick!
I am basically trying to bake out some Darktree shaders so I can render it quickly and reliably.

The only succesful normal map I have made has been through the Ultimapper, but this is a ridiculously slow procedure (1 map at 2K has taken over 13hrs so far).
All rendermap efforts have failed except when it was on a perfect sphere (damn tests) and this seemed to be because the tangency looked correct, every other test applying tangency looks broken up..

I have been using the XSI Model Map to generate the normal maps and then piping it back using the normal map node... I generate a tangency too...  The result is a broken up jigsaw image... grrrr

Any suggestions?


Thanks

--

STEVE PARISH
3D GENERALIST





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