bumpy? or not bumpy?

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bumpy? or not bumpy? // New Users

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Post by nealiosnoise // Mar 16, 2009, 2:05pm

nealiosnoise
Total Posts: 77
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i use workspace most of the time, here's a rough out of a farm from the workspace side! ! ! ! ! ! ! and there's that damned fence with billions of edges. .:banana:

18981

sometimes i dabble on the Model Side, i like it and hope the next TS has the tools it has, ....

i love the bump maps and materials, but i couldn't get the bump maps, to displace the surface, it still stays flat all the way around, heres a comparison of my model side model with a bump map, and one i wipped up in blender, which i finally figured out how to displace the surface...

Model side bump/Displacement map

18983


Blender Bump/Displacement map

18982

i cant figure it out. maybe i need to do something before i apply the bump map?,,,

oh, you notice on the model side render pic, my screen has a refresh problem when box rendering, it leaves a trace of my last renders. .. .... i dont know what to do about that, bridge is turned off, . . . workspace works fine,. . .. .

And yes, i caught the Blender bug, . . i will slowly linger on over,. . .. to the darkside. .. .

so can you do this displacing in truespace???!!!!!
just'a wonderin.

Post by jamesmc // Mar 16, 2009, 2:37pm

jamesmc
Total Posts: 2566
Normal maps are more effective than bump maps on the WorkSpace side.

There are even bump maps (normal maps) for glass. :)

In fact, the trick of a lot of high end modelers is to use normal maps made from high polygon count models, make a normal map, then export the normal map out to another application that is much lower in polygon count.

(i.e. game meshes)

The sphere on the right has a normal map. One can see the texture 'bumps' much more clearly.

Post by Jack Edwards // Mar 17, 2009, 1:14am

Jack Edwards
Total Posts: 4062
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Workspace side doesn't support Bump maps, you have to use Normal maps instead.

Realtime displacement mapping is supported but you need to have a UV map in UV2 that doesn't have shared faces.

Post by parva // Mar 17, 2009, 1:54am

parva
Total Posts: 822
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so can you do this displacing in truespace???!!!!!

just'a wonderin.


of course, if you have a high tesselated mesh.

Post by nealiosnoise // Mar 18, 2009, 6:03am

nealiosnoise
Total Posts: 77
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yeah i was wondering if you can just do it on the model side.

i was just applying bump maps and not getting any displacing results..

ive notice to open up Photo Render panel on the Model side, you have to click on the render icon/s in the model side window, to set all your render type/methods. but you have to have the bridge on, or auto, to bring the panel up, you cant have it off, as far as i know.

Post by TomG // Mar 18, 2009, 6:39am

TomG
Total Posts: 3397
Bump mapping is different from displacement mapping - bump mapping just affects how the light interacts with the surface, without adjusting the geometry at all. It looks like a bumpy sphere, but look at the edges and they remain perfectly round.


Normal mapping is better, as it adjusts the normal in any direction, and so gives more detail and realism in the result. But once again, it is simply adjusting how the material interacts with light and does not adjust geometry - your bumpy sphere still looks totally round when you look at the edges.


Displacement mapping actually moves the geometry of the object, and doesn't adjust the material at all. tS supports this only on the workspace side, not on the Model side (another of the benefits of moving to the new code, rewritten from the old code on the Model side!).


Unsure if there is a way to "collapse" the workspace side displacement so that it works and displays normally in the Model side - it may not need collapsing even, not checked into how it moves across the bridge.


HTH!

Tom

Post by jamesmc // Mar 18, 2009, 7:46am

jamesmc
Total Posts: 2566
Workspace side doesn't support Bump maps, you have to use Normal maps instead.

Realtime displacement mapping is supported but you need to have a UV map in UV2 that doesn't have shared faces.
How to do a UV 2 map?

Post by Jack Edwards // Mar 18, 2009, 8:22am

Jack Edwards
Total Posts: 4062
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Good question James. I think normally TS auto-generates it when you use the displacement tools, but I'm not sure.

Editing the UV2 set is done by selecting it in the panel for the UV editor.

Post by marcel // Mar 18, 2009, 8:38am

marcel
Total Posts: 569
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There are 3 options: procédural, bump and displacement.

-procedural can't be exported to another soft.

-bump mapping is better for graphics because it does not require a lot of vertices but it is only a simulation.

-displacement is interesting to create a low relief from degraded.



this displacement mapping made with Truespace need a lot of vertices.

Post by jamesmc // Mar 18, 2009, 10:35am

jamesmc
Total Posts: 2566
Hmm, haven't gotten the uv2 thing figured out, other than you can make the U and V reps go really wild, which is what I did in this scene for displacement using maps.

Trying to figure out how to get a consistent displacement mapping to work for me.

Post by jamesmc // Mar 18, 2009, 12:08pm

jamesmc
Total Posts: 2566
Another displacement scene, using displacement and normal maps. An attempt at a tree stump (far right) and a rock made from a cloud displacement map, others from brick and cobblestone displacement maps.

Now, i should stop hijacking this thread. :D

All this on workspace side in real time view.

Post by nealiosnoise // Mar 18, 2009, 6:02pm

nealiosnoise
Total Posts: 77
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i havent done any bump mapping on the workspace side yet, i'll figure it out sooner or later.



does the D3D settings icon in the Modeler Side effect the workspace? theres a icon in the settings to enable/ disable bump mapping. leave it off, or turn it on? it should only effect the Model side?

Post by Jack Edwards // Mar 18, 2009, 8:57pm

Jack Edwards
Total Posts: 4062
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The only model-side setting I'm aware of that affects workspace is the workspace texture display size setting. As to why it's on model side since it's a Workspace setting.... :rolleyes:

Post by TomG // Mar 19, 2009, 5:22am

TomG
Total Posts: 3397
The two D3D engines are entirely separate, the workspace one is much newer and far superior of course. Settings for one won't affect the other. As Jack mentions, the setting for the workspace texture size does show up under the Model side panel, but it is still a separate setting. And yes, I don't like it over there either, would much rather have it in the stack with the rest of the workspace real-time settings ;)


Tom
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