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View Full Version : Bump maps viewed in GL?



Nova L
03-22-2010, 10:47 AM
Getting back into LW with a new graphics card. Is there an option to view bump mapping in GL without having to render? I remember something about my crappy old graphics card preventing certain things but I don't remember if bump maps has anything to do with it.

Or is there a plugin (like Fprime except in modeler) that allows bump maps to be seen on the model?

SplineGod
03-22-2010, 04:54 PM
Would be nice wouldnt it? :)

jasonwestmas
03-22-2010, 05:33 PM
Fprime is your best bet for fast previews, plus it's more accurate than GL for software renders.

erikals
03-23-2010, 12:38 PM
well.... :]
http://www.youtube.com/watch?v=00Uy7bfODZQ

ditto on FPrime though...

walfridson
03-23-2010, 01:22 PM
CTRL SHIFT F1 was only for normal maps right?..

erikals
03-23-2010, 03:53 PM
um, not sure...

jasonwestmas
03-23-2010, 04:27 PM
well.... :]
http://www.youtube.com/watch?v=00Uy7bfODZQ

ditto on FPrime though...

I forgot about that. I wish it worked with GLSL too, it would look closer to a video game render then. I wonder why that never got finalized by NT. Is it crashy or something?

SplineGod
03-23-2010, 09:13 PM
Thats a loaded question for sure.... :)

erikals
03-24-2010, 03:12 AM
probably as it is not finished, e.g. it doesn't work with nodes. (afaik)

jasonwestmas
03-24-2010, 06:55 AM
For some reason I can't get Specular to show up in multi-texture viewing mode. Is that true for you guys as well?

jasonwestmas
03-24-2010, 06:57 AM
Thats a loaded question for sure.... :)

lol, I'm not even trying.:D

Dodgy
03-25-2010, 06:49 AM
Yeah, Spec maps don't work in Multi-texture.

Map: Multitexture GLSL
Colour y y
Luminosity y y
Diffuse y y
Specular n y
Gloss n n
Reflection n n
Transparency y y
Translucency n n
Bump y n

For some reason some of the cases where they work in both, the result is different. For example luminosity in MT results in a black and white brightness, whilst GLSL results in a coloured brightness. Be nice to have one mode which works with all channels, preferably MT as it seems to be faster generally (though it's probably doing less to achieve this speed).

SplineGod
03-26-2010, 12:00 AM
I find it strange too. :)