POV-Ray : Newsgroups : povray.binaries.images : Normal map to bump map ... plaid. Server Time
31 Jul 2024 18:27:04 EDT (-0400)
  Normal map to bump map ... plaid. (Message 11 to 12 of 12)  
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From: Mike Raiford
Subject: Re: Normal map to bump map ... plaid.
Date: 31 Aug 2009 18:52:35
Message: <4a9c5433@news.povray.org>
Mike Raiford wrote:
> Mike Raiford wrote:
>> Mike Raiford wrote:
>>> It looks good, except, it's gone plaid...
>>>
>>> Looks like everything worked as expected, except the left edge and 
>>> top edge didn't have appropriate normals, causing a plaid effect.
>>
>> Hmmm... An attempt, using the mean delta between two rows or columns.
>>
>>
>> ------------------------------------------------------------------------
>>
> 
> Haha! Perfection!
> 
> Instead of the mean of the deltas, I used the median of the deltas!
> 
> 
> 
> 
> ------------------------------------------------------------------------
> 

used map:


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From: Thomas de Groot
Subject: Re: Normal map to bump map ... plaid.
Date: 1 Sep 2009 05:33:50
Message: <4a9cea7e@news.povray.org>
"Mike Raiford" <"m[raiford]!at"@gmail.com> schreef in bericht 
news:4a9c0807$1@news.povray.org...
> I think Blender and other modeling programs use them as well. I'm betting 
> inside a lot of games that use D3D hardware probably use them, since they 
> can give better surface normal results. Many of the commercial 3D packages 
> can use them, too.

Ah! I remember now that GeoControl (a heightfield program) can generate 
normal maps too. I always wondered what I could do with them... in Pov I 
mean... :-)

Thanks for lighting my dim understanding torch...

Thomas


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