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Normal Mapping?

 
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Is it a good Idea?
Yes
76%
 76%  [ 10 ]
No
0%
 0%  [ 0 ]
Dont know
23%
 23%  [ 3 ]
Total Votes : 13

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Sindwiller
DeleD PRO user


Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Sun May 29, 2005 9:40 am    Post subject: Normal Mapping? Reply with quote

Hello,

yes, im now a PRO User ^^.

I wanned to ask, if you can implement Normal Mapping, that means (maybe its wrong Rolling Eyes ) to simulate a High-Poly Model on a Low-Poly Model, so you can make really big Details in Worlds/Models.

mfg, Sindwiller
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Paul-Jan
Site Admin


Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Sun May 29, 2005 9:48 am    Post subject: Reply with quote

Welcome aboard Very Happy

Normal mapping is on the list, and will be implemented after the 1.3 release. What will be supported is marking a texture layer in the material as 'normal map', allowing you to directly view the result of your normal mapping in the DeleD editor.

The creation of these normal maps is outside the DeleD scope. Wether you draw 'm by hand in your favourite texture editor, or generate them from some ultra-high-model version, it's all up to you.

Also on the list is more advanced texturing (and skinning) features. Those will make normal mapping even more powerful. Smile
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Sindwiller
DeleD PRO user


Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Sun May 29, 2005 9:48 am    Post subject: Reply with quote

Paul-Jan wrote:
Welcome aboard Very Happy

Normal mapping is on the list, and will be implemented after the 1.3 release. What will be supported is marking a texture layer in the material as 'normal map', allowing you to directly view the result of your normal mapping in the DeleD editor.

The creation of these normal maps is outside the DeleD scope. Wether you draw 'm by hand in your favourite texture editor, or generate them from some ultra-high-model version, it's all up to you.

Also on the list is more advanced texturing (and skinning) features. Those will make normal mapping even more powerful. Smile


Thank you!

Thats good News.

mfg, Sindwiller
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granada
Team member


Joined: 07 Aug 2004
Posts: 1955
Location: England

PostPosted: Sun May 29, 2005 12:34 pm    Post subject: Reply with quote

Welcome to the pro club Sindwiller Very Happy

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Sindwiller
DeleD PRO user


Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Sun May 29, 2005 1:17 pm    Post subject: Reply with quote

I forget to ask, can you also implement Decals (maybe im thinking wrong, i played too much Games to know, whats right and whats wrong ^^), Bumpmapping (probably Normal Mapping), Cubemapping and so stuff?

mfg, Sindwiller
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Sun May 29, 2005 7:55 pm    Post subject: Reply with quote

There probably won't be any other application of bumpmapping than normalmapping (the term "bumpmapping" these days usually refers to the algorithm where the normal information is directly deducted from the rgb colors in the original texture, in stead of extra information deduced from a seperate normal map).

Cubemapping will very probably be supported, but I think we might restrict it to 6-textures-in-one-file only (dds has real nice support for this, other file formats will need to do with a box-layout). Then again, for the skybox-preview we'll probably want to support 6 different textures anyway, so I am not too sure yet about this. Maybe a simple naming-convention (texturename_up, texturename_front, etc) will do. Well, I'm sure by the time we get around to implementing this, we'll have thought of a nice and elegant solution.

Keep those ideas coming Very Happy
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handless
DeleD PRO user


Joined: 11 Jan 2005
Posts: 274

PostPosted: Sun May 29, 2005 8:14 pm    Post subject: Reply with quote

Theres some really good tutorials on the net, that tell you exactly how to generate normal maps, and some some good tools that help you do so.

Heres the tools I use:

http://www.ati.com/developer/tools.html Download NormalMapper.
http://developer.nvidia.com/object/nv_texture_tools.html Download Adobe Photoshop Normal Map and DDS Authoring Plug-ins.

Heres a good tutorial:

http://www.monitorstudios.com/bcloward/tutorials_normal_maps1.html

And heres some really good resources:

http://sv3.3dbuzz.com/vbforum/showthread.php?s=&threadid=77037

-Jesse
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Sindwiller
DeleD PRO user


Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Mon May 30, 2005 6:33 pm    Post subject: Reply with quote

Cool, thanks Handless.

By the Way, i found something about HDR (High Dynamic Range) Rendering out. The Shading Data is taken from a *.hdr File. Could this File made by a Lightmapper some kind?

Back to Realism:

That should be really cool when you can implement some Effects.

mfg, Sindwiller
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handless
DeleD PRO user


Joined: 11 Jan 2005
Posts: 274

PostPosted: Mon May 30, 2005 10:19 pm    Post subject: Reply with quote

Heres a really good article on HDR rendering, using ".hdr" format.

http://www.gamedev.net/reference/articles/article2108.asp

Heres some links for capturing light probes and creating hdr images.

http://www.debevec.org/Research/HDR/

Haven't had the chance to explore this yet, but it sure looks interesting. I'm sure if you search google you can find lots more of these links. Smile
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Sindwiller
DeleD PRO user


Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Tue May 31, 2005 1:52 pm    Post subject: Reply with quote

handless wrote:
Heres a really good article on HDR rendering, using ".hdr" format.

http://www.gamedev.net/reference/articles/article2108.asp

Heres some links for capturing light probes and creating hdr images.

http://www.debevec.org/Research/HDR/

Haven't had the chance to explore this yet, but it sure looks interesting. I'm sure if you search google you can find lots more of these links. Smile


That Article mean i.

I will look at this. Thanks.

EDIT: This is a Article for making HDR Images, not realtime HDR Rendering. Sad
mfg, Sindwiller
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handless
DeleD PRO user


Joined: 11 Jan 2005
Posts: 274

PostPosted: Tue May 31, 2005 8:27 pm    Post subject: Reply with quote

Hmm, I thought it covered both subjects.

Quote:
(see the EGWR 2001 paper on Real-time High Dynamic Range Texture Mapping.)


http://www.ict.usc.edu/~jcohen/hdrtm.html
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Sindwiller
DeleD PRO user


Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Wed Jun 01, 2005 1:27 pm    Post subject: Reply with quote

handless wrote:
Hmm, I thought it covered both subjects.

Quote:
(see the EGWR 2001 paper on Real-time High Dynamic Range Texture Mapping.)


http://www.ict.usc.edu/~jcohen/hdrtm.html



This looks very old, but nevermind.

mfg, Sindwiller
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Sindwiller
DeleD PRO user


Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Tue Jul 26, 2005 4:46 pm    Post subject: Reply with quote

I just tried a Normal Mapped Texture in the Irrlicht PerPixelLightning Example out.

The result was amazing:



mfg, Sindwiller
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