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v1u1ant
09-02-2009, 09:48 AM
Whats the process for creating normal maps on Mac with LW9.6?

Cheers

JeffrySG
09-02-2009, 04:15 PM
Do you mean how to create a normal map from a high poly object in LW for a similar low poly object in LW?

rsfd
09-03-2009, 03:07 AM
Afaik there isn't any possibility to create normal maps in LW-Mac.
Once there was Marvin Landis "create normal map" plugin, but it's PPC only and maybe doesn't work in the last CFM build of LW http://amber.rc.arizona.edu/lw/normalmaps.html.
If you don't own a Mac application that is able to create normal maps maybe this link may also help: http://www.bencloward.com/tutorials_normal_maps11.shtml

littlewaves
09-04-2009, 03:27 PM
Afaik there isn't any possibility to create normal maps in LW-Mac.

yeah there is.

now if only I could remember how...

I'll try to remember and get back to you.

can definitely be done with nodes and surface baker camera

3DGFXStudios
09-04-2009, 03:46 PM
That's dumb, to call your thread "dumb question". ;) But it made me look ;)
It isn't even a dumb question I think.... LOL

rsfd
09-05-2009, 01:21 AM
yeah there is.
now if only I could remember how...

ahh, I think I remember it too, at least it had something to do with normals, did even a screenshot of the node setup, but it's not on this computer, so I'll look on Monday and post if I'll find.

bjornkn
09-05-2009, 03:11 AM
There is the Microwave plugin (not cheap)

In this thread there is a description of how to do it with dponts excellent node tools:
http://www.spinquad.com/forums/showthread.php?t=19309

rsfd
09-05-2009, 05:58 AM
Problem is that Denis Extra Buffer nodes are Windows only, they aren't compiled for OSX.

archijam
09-05-2009, 06:09 AM
The answer to your 'dumb' question is embarassing.

I had no idea 9.6 UB couldn't generate a normal map.

The word lame comes to mind... This is not advanced cg.

bjornkn
09-05-2009, 08:12 AM
What if you plug the Smoothed Normal from SpotInfo into Surface/color?
Then use the surface baking camera and add Render Buffer View/export to get at the RAW color buffer?
Maybe you'll need to turn Lum up to 100% as well?

RonGC
09-05-2009, 03:16 PM
Try this set of plugins, see if they work for you.
There is also a standalone small application called Normalmappr, which will convert bump maps to normal maps.

Ron

littlewaves
09-05-2009, 04:26 PM
right then,

someone please correct me if this is wrong...

1. I'm assuming you've got a hi res object and a low res version and that both have matching UV maps
2. take normal output from spot info node and plug it into dpont's "normal cast" node (this IS available on Mac UB)
3. make sure "normal cast" setting is object not tangent
4. plug the "color shading" output of this node into "diffuse shading"
5. Render to an image using surface baking camera and UV map
6. You've now got a normal map to use with your low res object.

I haven't actually tested this properly so suck it and see I guess but I think it should work fine.

v1u1ant
09-06-2009, 03:43 PM
Everyone for your reply....posts with subjects like 'dumb question', 'silly question' etc always get a look in;)

So anyway i checked out all the links. That Normal Mapper OSX plugin is for like LW v 9.0 aye??? Not 9.6.

And Denis Extrat Buffer is only for win so far as pointed out, although i put in a request for it to be ported over to Mac, the third request in a row, so we/I can live in hope.

Littlewaves, i will try your idea out tomorrow when i get a few minutes.


So answer is really right now, there is no sure way to create a Normal Map with LW9.6 on Mac???

Crazy...

v1u1ant
09-07-2009, 03:33 AM
Littlewave,

i tried what you suggested, but nothing gave.

So i tried the same method and also connected the Height Distance from the Normal cast to the Displacement on Surface 76972 which gave me this (excuse the UV mapping, i havnt smoothed out my UV map yet:)).

But isnt this what we are looking for???


Cheers

V1

rsfd
09-07-2009, 05:24 AM
here is the screenshot from an older thread concerning normals.
Maybe it's the same that littlewave meant.

The text I'd copied with it was:

"z normal is multiplied by -1 (Math vector),
then add +1 and divide by 2 to get a normal color"

never tried it, but hopefully it gives some input.

v1u1ant
09-07-2009, 05:55 AM
Ah well maybe your right.

I tried it and it certainly gives a higher level of detail.

Of course, the UV map isnt sorted on thiz yet.
76974


Just gotta figure out how to use Normal maps now i guess....:

bjornkn
09-07-2009, 08:15 AM
You apply it with a Normal map node which you plug into a DPkit node called Object Tangent, which translates it from object space into tangent space.
Like this, which is your normal map applied to a simple UV mapped sphere:

v1u1ant
09-08-2009, 05:22 AM
Cheers.