Re: tangent maps

Date : Thu, 25 Jan 2007 08:21:25 +0100
To : <XSI(at)Softimage.COM>
From : "Daniel Rind" <daniel.rind(at)chello.at>
Subject : Re: tangent maps
I think this looks rather interesting:
 
 
Ciao, Daniel!
----- Original Message -----
Sent: Thursday, January 25, 2007 5:02 AM
Subject: Re: tangent maps

Oh, you may also want to read through the TGAtoDOT3.cpp,
I didn´t realize the heightmap is based solely on the red channel
of the 24bit input.tga. So, results may vary if one is lazy and just
drops a colortexture at it - which I did often, admittedly...

Cheers

tim

----- Original Message -----
From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Thursday, January 25, 2007 4:48 AM
Subject: Re: tangent maps


> >A naive question, but do you need an ATI card to run those normal map tools?
>
> Nope, at least not for that one:
> http://ati.amd.com/developer/sdk/RadeonSDK/Html/Tools/NormalMapGenerator.zip
> You just drag&drop your *.tga file onto the *.exe and it´ll spitt out the dot3c
> map.
>
> Can´t comment on the other tools, I saw the Rendermonkey
> shaders in action yesterday but don´t know what was in the
> box the guys used would be interesting to see if there´s other
> interesting stuff that pipes into the XSI interface (in realtime).
>
> Cheers
>
> tim
>
>
> ----- Original Message -----
> From: "Bernard Lebel" <3dbernard(at)gmail.com>
> To: <XSI(at)Softimage.COM>
> Sent: Thursday, January 25, 2007 4:36 AM
> Subject: Re: tangent maps
>
>
>>A naive question, but do you need an ATI card to run those normal map tools?
>>
>>
>> Thanks
>> Bernard
>>
>>
>>
>> On 1/24/07, Tim Leydecker <BauerOink(at)gmx.de> wrote:
>>> > [Bernard] I have not tried the ATI one (thanks for the suggestion
>>> > btw), but the Nvidia plugin, even with the highest filtering settings,
>>> > does not meet production quality requirements imho. Here, texture
>>> > artists are encouraged to avoid using it
>>>
>>> So, here´s the link to the ATI stuff then :)
>>> http://ati.amd.com/developer/tools.html
>>> http://ati.amd.com/developer/sdk/radeonSDK/html/Tools/ToolsPlugIns.html
>>>
>>> > [Bermard] Sorry but what purpose is serving this suggestion? I'm
>>> > probably missing something, but seams in tangent normal maps have not
>>> > caused me troubles so far.
>>>
>>> Oh, then I got that wrong, I thought you where trying to paint out
>>> filtering/sampling errors along shellborders in your Normalmaps.
>>>
>>> In a nutshell, you copy the mesh, chop off an arm just one or two polgonloops
>>> above the edge the unfolded shell ends and then move these UVs of these
>>> two rows of faces onto the shell of the arm, hiding the seam there and
>>> leaving more room to blend/paint the seam of the initial map.
>>> You can refine this by moving one row of faces from one side of the shell
>>> to the other, effectively "shifting" the seam for the second Ultimapper run.
>>>
>>> This gives you a second map (highrez>lowrez) that has no artifacts in the
>>> area you´re original UVshell had it´s seams. You take those bits and
>>> put ontop your other map in Photoshop, blending out any seams or
>>> mabe just extending the map where any "edgebleeding" due to filtering
>>> occured. I´ve obviously been burned with Maya texturefiltering and
>>> borderpixels quite a bit...you´ll allways see the seam there by defaults...
>>>
>>> Cheers
>>>
>>> tim
>>>
>>> ----- Original Message -----
>>> From: "Bernard Lebel" <3dbernard(at)gmail.com>
>>> To: <XSI(at)Softimage.COM>
>>> Sent: Thursday, January 25, 2007 3:02 AM
>>> Subject: Re: tangent maps
>>>
>>>
>>> > On 1/24/07, Tim Leydecker <BauerOink(at)gmx.de> wrote:
>>> >
>>> >> I´m sure you know both the ATI and Nvidia tools to create
>>> >> Normalmaps from heightmaps (e.g. greyscale elevation)
>>> >> as a (somewhat limited) workaround for avoiding the bump
>>> >> node in XSI and using the Normalmap node instead.
>>> >
>>> > [Bernard] I have not tried the ATI one (thanks for the suggestion
>>> > btw), but the Nvidia plugin, even with the highest filtering settings,
>>> > does not meet production quality requirements imho. Here, texture
>>> > artists are encouraged to avoid using it.
>>> >
>>> >
>>> >
>>> >> Alternatively, how about using Ultimapper to rendermap
>>> >> another Normalmap to a second UVset with "shifted seams",
>>> >> e.g. you move and merge UVs of that set to get a "clean patch"
>>> >> for the seam area of the other UVset and use that as a "filler" in PSD.
>>> >>
>>> >> Probably quite tedious for a highly fragmented UVset but still
>>> >> practical for the "average" characterunwrap with 5-6 major
>>> >> UVshells? That´s the route I´ll probably go for my character
>>> >> stuff as I find that still a lot easier than "cloning blindly" into a map...
>>> >
>>> > [Bermard] Sorry but what purpose is serving this suggestion? I'm
>>> > probably missing something, but seams in tangent normal maps have not
>>> > caused me troubles so far.
>>> >
>>> >
>>> > Bernard
>>> >
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>>
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