RE: Creating "THE" normal map...
| Date : Wed, 8 Mar 2006 18:08:36 -0000 |
| To : <XSI(at)Softimage.COM> |
| From : "Axel Akesson" <axel(at)passion-pictures.com> |
| Subject : RE: Creating "THE" normal map... |
|
I tried baking out Darktree (Simbiont XSI) bumpmaps
with Color_Sampler in the Render Tree and I also tried rendermapping them...
unfortunately I didnt have much luck. Baking out color darktrees worked fine
though, as you would expect. Deadline constraints prohibited me from
investigate further.
However, I used Ultimapper to generate normal, color and
bump maps from a 4 million poly modeled brick wall to a grid recently. I have to
say that it worked very nice. I did 4K images and it didnt take so long... maybe
15 minutes per texture.
13 hours for a 2K map sounds very very
wrong.
Keep in mind, set the Ultimapper quality to the standard
setting and the resolution to 256 x 256 when you are computing your Ultimapper
and then set it to the resolution and quality you want when you GENERATE the
maps. Otherwise the computation will take a looooong
time.
Cheers,
Axel From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Steve Parish Sent: 08 March 2006 17:36 To: XSI(at)Softimage.COM Subject: Re: Creating "THE" normal map... 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:
|
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- From: Michaël Bentitou <michaelb(at)hybride.com>
- RE: Creating "THE" normal map...
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