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Is it a good Idea? |
Yes |
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76% |
[ 10 ] |
No |
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0% |
[ 0 ] |
Dont know |
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23% |
[ 3 ] |
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Total Votes : 13 |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Sun May 29, 2005 9:40 am Post subject: Normal Mapping? |
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Hello,
yes, im now a PRO User ^^.
I wanned to ask, if you can implement Normal Mapping, that means (maybe its wrong ) 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
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Posted: Sun May 29, 2005 9:48 am Post subject: |
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Welcome aboard
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. |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Sun May 29, 2005 9:48 am Post subject: |
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Paul-Jan wrote: |
Welcome aboard
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. |
Thank you!
Thats good News.
mfg, Sindwiller |
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granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
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Posted: Sun May 29, 2005 12:34 pm Post subject: |
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Welcome to the pro club Sindwiller
dave _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Sun May 29, 2005 1:17 pm Post subject: |
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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 Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sun May 29, 2005 7:55 pm Post subject: |
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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 |
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handless DeleD PRO user
Joined: 11 Jan 2005 Posts: 274
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Mon May 30, 2005 6:33 pm Post subject: |
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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
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Tue May 31, 2005 1:52 pm Post subject: |
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That Article mean i.
I will look at this. Thanks.
EDIT: This is a Article for making HDR Images, not realtime HDR Rendering.
mfg, Sindwiller |
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handless DeleD PRO user
Joined: 11 Jan 2005 Posts: 274
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Posted: Tue May 31, 2005 8:27 pm Post subject: |
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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
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Posted: Wed Jun 01, 2005 1:27 pm Post subject: |
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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
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Posted: Tue Jul 26, 2005 4:46 pm Post subject: |
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I just tried a Normal Mapped Texture in the Irrlicht PerPixelLightning Example out.
The result was amazing:
mfg, Sindwiller |
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