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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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