Re: Ultimapper - tangeant maps - generation takes forever

Date : Tue, 8 Aug 2006 13:04:54 -0400
To : XSI(at)Softimage.COM
From : "Bernard Lebel" <3dbernard(at)gmail.com>
Subject : Re: Ultimapper - tangeant maps - generation takes forever
To follow up on this issue, I have found the culprit.

The high-res mesh had a XSIAmbientOcclusion in its material. Taking
out this shader from the material brought the Ultimapper generation
time to expected results. Removing all shaders from the material
except the bump input made the generation time even faster.

I have to admit I'm puzzled by that. Why on Earth are all the inputs
of the Material shader of the high-res mesh material evaluated, where
only Bump Map and Displacement are necessary for this specific
computation?


Bernard


On 7/18/06, Bernard Lebel <3dbernard(at)gmail.com> wrote:
THanks a bunch Andy, will try that in the next few days. Will also
check out the Nvidia solution.


Cheers! Bernard



On 7/18/06, Andy Jones <andy(at)thefront.com> wrote:
> Or, I made a preset that will hopefully let you rendermap the
> tangentspace normals directly...  I just threw this together and haven't
> done extensive testing to make sure it's working right, but it appears
> to give consistent results with the least rigorous of tests -- a noIcon
> bumpmap on a sphere.   Basically, it just puts the tangent in world
> space, then does a series of dot products with the tangent, the normal
> and the binormal to derive the tanget space normal map.  This will be
> helpful if, say, you have a procedural bumpmap shader.  Otherwise, using
> the NVidia tools may be a little easier.  Here's the link:
>
> http://rapidsharing.com/download.php?id=AA6F76A0
>
> If you try it, let me know if it works out okay.
>
> -Andy
>
> Ben Barker wrote:
>
> > If you are only using the normal map as a bump and not the difference
> > between two meshes perhaps you can use a utility like this:
> >
> > http://developer.nvidia.com/object/photoshop_dds_plugins.html
> >
> > to just convert the bump map to a normal map. It will probably be faster.
> >
> > On 7/18/06, *Bernard Lebel* <3dbernard(at)gmail.com
> > <mailto:3dbernard(at)gmail.com>> wrote:
> >
> >     Hi Andy,
> >
> >     We are using same res meshes. The goal is to texture objects with
> >     bumpmaps, and convert to normal maps. I find normal maps faster to
> >     render and less prone to flicker and such typical bumpmap problems.
> >
> >     Our tests were done with objects of polygon count between 840
> >     triangles (geoapprox step 1).
> >
> >
> >
> >     Thanks
> >     Bernard
> >
> >
> >     On 7/17/06, Andy Jones <andy(at)thefront.com
> >     <mailto:andy(at)thefront.com>> wrote:
> >     > I can't think of any reason why it *should* take that
> >     long.  Computing
> >     > the normal should be at least as fast as normal bump-mapped
> >     rendering,
> >     > and putting it in tangent space should be as fast as a little vector
> >     > math and a matrix multiplication.  This should be way faster
> >     than, say,
> >     > rendermapping occlusion, which has always gone at a reasonable
> >     speed as
> >     > far as I know.  I tried ultimapping a sphere to a higher-res
> >     sphere.  It
> >     > seems to go pretty slow.  It's certainly slower than
> >     rendermapping the
> >     > same sphere.  With identical geometry, it seems to go somewhat
> >     faster.
> >     > So, maybe the computation of the corresponding projected surface
> >     point
> >     > on the high res mesh is what's slowing it down.  Could you do a
> >     > rendermap directly on the object itself, and render the normal
> >     converted
> >     > to tangent space, or does that totally defeat the purpose?  I'm not
> >     > exactly sure what the best way is to do that.  There was a D3
> >     normalmap
> >     > generator shader.  Seems like there should be a better way now,
> >     like a
> >     > built-in tangent-space normal-map generator, but I'm not
> >     actually aware
> >     > of it...
> >     >
> >     > -Andy
> >     >
> >     > Bernard Lebel wrote:
> >     >
> >     > > Hello,
> >     > >
> >     > > We are doing some tests with Ultimapper in order to generate
> >     tangeant
> >     > > normal maps. The goal is to replace bump maps.
> >     > >
> >     > > Now, when generating normal maps from objects that have bump
> >     maps, it
> >     > > just takes eras to generate! A few statistics:
> >     > >
> >     > > ( Render region and pass options' anti-aliasing:
> >     > > Sampling: -1/2
> >     > > Treshold: 0.200
> >     > > Filter: box 1/1 )
> >     > >
> >     > > Test 1:
> >     > > Rez: 1024
> >     > > Quality: Highest
> >     > > Generation time:1h30
> >     > >
> >     > > Test 2:
> >     > > Rez: 1024
> >     > > Quality: Medium
> >     > > Generation time: 30 min.
> >     > >
> >     > >
> >     > > Those tests were done on a reasonably performant machine (dual
> >     proc
> >     > > Athlon MP 2200 1.8 Ghz with 2Gb of ram)
> >     > >
> >     > >
> >     > >
> >     > > So the question is, are those map generation time actually
> >     standard?
> >     > >
> >     > >
> >     > >
> >     > > Thanks
> >     > > Bernard
> >     > > ---
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> >
> > --
> > Ben Barker
> > Hair/Fur
> > Omation
>
>
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