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| | #76 (permalink) | |
| Miss StarLight ![]() ![]() ![]() ![]()
The little dabbler
Join Date: Mar 2010 Location: Variable
Posts: 2,675
SL Join Date: 06/12/08 | Quote:
![]() Why did you do that to us Adeon? | |
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| | #77 (permalink) |
| Senior Member ![]() ![]() ![]()
Praying for intelligent life
somewhere up in space, 'cause
there's bugger all down here
on Earth
Join Date: Jul 2011
Posts: 1,698
| Huh - so now that those normal maps which everybody was clamouring for are a distinct possibility, they ain't good enough any more. |
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| | #79 (permalink) |
| Senior Member ![]() ![]() ![]()
Praying for intelligent life
somewhere up in space, 'cause
there's bugger all down here
on Earth
Join Date: Jul 2011
Posts: 1,698
| Duh, yeah. I guess that's what Hitomi said. The words are different, and in a different order, too. (It's a first post on a new page issue, honest.) |
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| | #80 (permalink) |
| The Corruption ![]() ![]() Join Date: Feb 2008
Posts: 408
My Mood: SL Join Date: 20/06/2006
Business: Doomed Ship
| Now that we've promised to put the fires out you want us to stop the bleeding, too? You people are never satisfied! Next you'll be demanding we set the broken bones!
__________________ Sic Gorgiamus Allos Subjectatos Nunc ![]() Doomed Ship - SL's largest, most detailed and immersive sci-fi/horror build. |
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| | #81 (permalink) | |
| I make pixels prettier! ![]()
Now with more making
everyone's pixels prettier!
Join Date: Dec 2011
Posts: 17
| Quote:
__________________ I'm the graphics developer for the Exodus Viewer. I'm also the guy whose working on the rendering bits of the materials project, amongst other little odds and ends of the official viewer. Feel free to give Exodus a shot! | |
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| | #82 (permalink) | |
| Senior Member ![]() ![]() ![]() ![]() ![]()
Rocket Science Library - now
open!
Join Date: Sep 2009 Location: In UR Internetz
Posts: 5,102
My Mood: SL Join Date: Jun 27, 2006 Client: 7 of them (I like testing) | Quote:
![]() More advanced engines also have "shaders", which handle the given maps in different ways, and have extra adjustment parameters. For example, skin and glass are rendered differently than opaque objects. Here is a list of CryEngine 3.4 shaders: Shader Reference - Doc 2. Sandbox Manual - CryENGINE 3 Free SDK Of course, there is still no single graphics card that can run the CryEngine at full rate with all the settings maxed out. It can be done with multiple high end cards, but not a single one. The average SL user has no hope of reaching that level, so be happy with normal and specular maps, they are a huge step up. | |
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| | #85 (permalink) |
| Pedantic Geek ![]() ![]() ![]() ![]() Join Date: Oct 2010 Location: Maryland
Posts: 2,826
My Mood: SL Join Date: 1/30/2008
Business: Perception | /me sighs dreamilly, imagining an SL with real simulated fabric. How long you think that'll take to actually be reasonably do-able so far as normal-ish high-ish end type systems? Ten or twenty years? Most of my serious processing power is lacking in graphics. Anybody happen to have a spare PCI-X graphics card? |
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| | #86 (permalink) | |
| McMahon ![]() ![]() ![]()
do not fold, spindle or
mutilate
Join Date: Feb 2010 Location: Syd, Aust.
Posts: 1,244
My Mood: SL Join Date: March '07
Business: Myficalities Client: mostly Firestorm | Quote:
To be clear, that's from two years ago. CCP are intending to have that tech in their World of Darkness social mmorpg. | |
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| | #87 (permalink) |
| Pedantic Geek ![]() ![]() ![]() ![]() Join Date: Oct 2010 Location: Maryland
Posts: 2,826
My Mood: SL Join Date: 1/30/2008
Business: Perception | OMG. And you even have to show me the corsets! *dies* |
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| | #88 (permalink) | |
| Senior Member ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2010
Posts: 6,108
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![]() I still haven't seen any videogame that uses them. Only graphical demos showing things off. (Or maybe they ARE used and the illusion is so good I think it's rendered geometry?) | |
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| | #89 (permalink) | |
| Member ![]()
Help me
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| | #90 (permalink) |
| Senior Member ![]() ![]() ![]() ![]() ![]()
Rocket Science Library - now
open!
Join Date: Sep 2009 Location: In UR Internetz
Posts: 5,102
My Mood: SL Join Date: Jun 27, 2006 Client: 7 of them (I like testing) | Yes, it's been in there since CryEngine 2, here is the current manual page for it: Parallax Occlusion Mapping - Doc 2. Sandbox Manual - CryENGINE 3 Free SDK It is not recommended to use it, or some of the other advanced features of that engine, for everything in the scene. Part of the reason they have different shaders for different kinds of materials is to only do the relevant calculations where you need it. Tesselation and displacement mapping are replacing Parallax Mapping for graphics cards that can handle DirectX 11. They have parts of the graphics chip custom designed to do that in hardware, which is always much faster. Same story with physics - that is being incorporated into custom silicon on the chip. |
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| | #91 (permalink) | |
| Indubitably ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() *SLU Supporter* ![]() ![]() ![]() ![]()
Still better than Joshua at
worms armageddon
| Quote:
The problem with parallax maps is they require a lot more calculations than normals alone. They are pretty however - using a proper LOD fallback pathway however (through to normals, then normal diffuse/specular) you can make parallax mapping work by restricting it to high end GPUs with massive fill rates. | |
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| | #92 (permalink) | |
| Senior Member ![]() ![]() ![]() ![]() ![]()
Rocket Science Library - now
open!
Join Date: Sep 2009 Location: In UR Internetz
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My Mood: SL Join Date: Jun 27, 2006 Client: 7 of them (I like testing) | Quote:
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| | #93 (permalink) |
| Coin-operated ![]() ![]() ![]() | Two remedial graphics questions from one who is hopelessly behind the times: First, how are these maps usually constructed? I mean, I have a vague idea that one might make massively complex geometry, and then tell a program (Blender?) to collapse parts of that geometry into normal and spectral maps corresponding to the shape and reflectivity of the surfaces of those parts. Is that anything like how this is done? Second, given whichever maps we have as a palette, is there trickery involved in how they interact and perhaps faking to some degree other maps -- where that trickery is made obsolete if additional features are added to the palette? I'm thinking, for example, that bumpmaps seem like they're trying to fake the effects of normalmaps (kind of), and that they'd be either useless or used very differently when normalmaps are available. Or maybe one is a fallback to the other for rendering on lower-end hardware? Or am I just confused? (Maybe it would save space to just point in the general direction of stuff I should read to catch up with what's happened in computer graphics in the decades since I've paid any attention.) |
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| | #94 (permalink) | |||
| Senior Member ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2010
Posts: 6,108
| Quote:
Quote:
Quote:
![]() Long version: Normal Mapping Tutorial by Ben Cloward - page 1 | |||
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| | #95 (permalink) |
| Senior Member ![]() ![]() | I understand the basics, maybe this will help others. Blender 3D: Noob to Pro/Color Map Normal Mapping - Wikibooks, open books for an open world |
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| | #96 (permalink) | |
| Senior Member ![]() ![]()
Artificial Person
Join Date: Jun 2011 Location: UK
Posts: 370
My Mood: SL Join Date: Dec 2006
Business: Hello Spacegirl Client: V3/Exodus | Quote:
You can also use "floating geometry" - essentially you model lots of little details, like rivets or panels or lights, and have them positioned in space above the surface of your low-poly. Again, you "bake selected to active" and all the details are put into the normal map. The Sci-Fi panel tutorial I mentioned earlier in the thread covers this in great detail. Another way to create a normal map doesn't involve any modelling at all.This is really useful for simple shapes or for getting a normal map of a tileable texture for quick use. You can use nDo for this, which is a free plugin for Photoshop. This nDo tutorial explains it better than I can, but basically you can either start with a photo/tileable texture and get a normal map from it, or you can create shapes in Photoshop and have them turned into normal maps. nDo2 is the new version, but costs money - quite a bit for the commercial license. There's also Crazybump (again, not free) for creating normal maps from textures. As far as I know, specular maps are always done by hand. Part 2 of that Sci-Fi panel tutorial covers making them. | |
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| | #97 (permalink) | |
| Senior Member ![]() ![]() ![]()
Praying for intelligent life
somewhere up in space, 'cause
there's bugger all down here
on Earth
Join Date: Jul 2011
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| | #98 (permalink) | |
| That template guy ![]() ![]() ![]() ![]() ![]() ![]()
Meshing Around
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| | #99 (permalink) |
| Provincial Sharia-slun ![]() ![]() ![]() ![]()
Privacy! 'cause it's SECOND
Life, stoopid!
| Dear me -- I'm actually turning into an old fart. Two pages into this thread I was having an attack of, "DAMN these newfangled contraptions! "*sigh* Okay, must get over self and just learn. If I start ordering Frisbees off my lawn, somebody just shoot me, k?
__________________ "I am not more than a lossy Human being, and think that we all are equals..." - Wasted Engineer "Casey, I've already established that you have no idea what you are talking about." - Perphides |
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| | #100 (permalink) | |
| Senior Member ![]() ![]() Join Date: Apr 2010
Posts: 311
My Mood: SL Join Date: 02/08/2006 | Quote:
And people wonder why many avatars cause disgust in the non-gaming audience? | |
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