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simonlion
04-12-2011, 11:35 PM
Please look at my Test Shot, Just a basic flat Polygon, and I added Displacement Map a Turbulence. Some thing is wrong it dose not look good the edges are to sharp, I want a Ocean Look. And I have used different Procedural Types, and they all look alike.
Thanks
Simon

CaptainMarlowe
04-13-2011, 05:40 AM
If you want to displace your geometry, bump is not the best way to go.
First, take a subdivided plane with a fairly good amount of subpatches. Then in the object properties in Layout, go to "deform" tab. There, you can apply your procedural either the traditional way or with nodal tree. Then, according to your needs, raise or lower your subdivision level and set it to first or last.
If you're looking to generate an ocean, you should consider Hot Ocean toolkit (http://code.google.com/p/hotocean4lw/), it gives pretty good results, and you can also look after Dan's Ocean Shader (http://www.newtek.com/forums/showpost.php?p=1023709&postcount=63), which is great also.

Here are some tests I made some time ago with HOT and Dan's Ocean Shader :
http://gallery.me.com/captainmarlowe#100181
http://gallery.me.com/captainmarlowe#100165
http://gallery.me.com/captainmarlowe#100192

wrench
04-13-2011, 06:26 AM
Displacement needs some base geometry before being able to work anyway, just a single poly can't deform in any way.

B

Sensei
04-13-2011, 06:40 AM
Download free TrueArt's Plane plugin from
http://www.trueart.pl/?URIType=Directory&URI=Products/Plug-Ins/Plane
Then use it with 10x10 at least segments, press tab to turn on sub-patches, and try displacing it. It should give much better results.

simonlion
04-13-2011, 11:11 PM
If you want to displace your geometry, bump is not the best way to go.
First, take a subdivided plane with a fairly good amount of subpatches. Then in the object properties in Layout, go to "deform" tab. There, you can apply your procedural either the traditional way or with nodal tree. Then, according to your needs, raise or lower your subdivision level and set it to first or last.
If you're looking to generate an ocean, you should consider Hot Ocean toolkit (http://code.google.com/p/hotocean4lw/), it gives pretty good results, and you can also look after Dan's Ocean Shader (http://www.newtek.com/forums/showpost.php?p=1023709&postcount=63), which is great also.

Here are some tests I made some time ago with HOT and Dan's Ocean Shader :
http://gallery.me.com/captainmarlowe#100181
http://gallery.me.com/captainmarlowe#100165
http://gallery.me.com/captainmarlowe#100192

Looks great, But Iam a PC User, it seems like this plug in is for mac. Am I correct ?
Simon

CaptainMarlowe
04-14-2011, 02:14 AM
No, it works also on PC (at the bottom of the download page, it's the hotocean4lw beta file).

jimiclaybrooks
04-14-2011, 11:15 AM
The PDF file says there's supposed to be a LW_OceanToolkit_x32.p plugin that you install in the plugins folder. I have the two .dll files, but there's no plugin file to install. anyone else had this problem?

jimiclaybrooks
04-14-2011, 11:18 AM
It looks like you've since compiled LW_OceanToolkit_x32.p into hotocean4lw_x32.dll.
So my question is copy this into the LightWave programs directory too and how would I add it to Lightwave since it's not a normal *.p plugin file or will it be detected I just scan the program directory?

edit: To answer my own question, I just dropped the hotocean4lw_x32.dll into my program directory, selected it after navigating there with the "add plugins" dialogue and it loaded 6 plugins.
Time to play. Grin

Matt
04-14-2011, 08:44 PM
"Enable Bump" in Object Properties (with a Bump Map applied in the Surface Editor) is much simpler.