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View Full Version : Bake procedural into normal map



Thomas M.
06-14-2007, 10:33 AM
Should be pretty simple, but the output from the Spot info-bump-into-normal-nodes in the diffuse shading doesn't show/render a result which would be suitable. Is there another way?

Cheers
Thomas

dpont
06-14-2007, 12:17 PM
Something like this?
47199

For baking?
Object or Tangent space?

Denis.

Thomas M.
06-14-2007, 12:41 PM
Whatever LW wants to be fed. I guess that's one of your nice little nodes. Is it?

dpont
06-14-2007, 12:50 PM
If you mean the LW NormalMap node you need
a Tangent(Texture) space normal map, the above sample
is in Object space, you could use Normal Cast with
two meshes and the SB Camera, with Normal Cast
you can bake bump into the Normal map.
http://perso.orange.fr/dpont/plugins/nodes/NormalCast.html#NormalCast

Denis.

Sensei
06-14-2007, 01:07 PM
Isn't normal vector X,Y,Z in -1.0 to 1.0 range? After plugging to Diffuse Shading which is color negative part will be lost..

dpont
06-14-2007, 01:43 PM
Have added a normal input in Normal Cast so you
can self-baked the normal (bump->normal) into
the object with SB Camera, select UVmap and space.
http://perso.orange.fr/dpont/plugins/nodes/NormalCast.html#NormalCast

(I'm agree Sensei)


Denis.

dpont
06-14-2007, 01:51 PM
The settings,
47200
The result,
47201

Denis.

Bytehawk
06-14-2007, 02:20 PM
WOW, thanks Dennis.

I love your nodes :)

colkai
06-15-2007, 02:37 AM
Denis is da man when it comes to nodes - cannot imagine LW9 without 'em :D

sammael
06-15-2007, 02:40 AM
Thanks for this one Denis! awesome :)

sammael
06-15-2007, 02:45 AM
any chance of Object Tangent for x64?

MSherak
06-15-2007, 09:52 AM
Frack'ing AWESOME!!!

MSherak
06-15-2007, 10:18 AM
The settings,
47200
The result,
47201

Denis.


You just posted something new on that page... OBJECT2TANGENT

WOOT...

MSherak
06-18-2007, 12:36 PM
The settings,
47200
The result,
47201

Denis.


So have been testing this node heavily.. Seems that if you do something in the other channels they get baked into the RGB of the image that you are baking..

Here is a quick test.. Color, Color & Spec, Color & Trans

dpont
06-18-2007, 12:46 PM
Yes sure, since there's not specific channel/buffer
for normal coded as color, when you connect it to
the "Diffuse Shading" it overwrite color, diffuse and
luminous channel, but not the specular or
the transparency, so they should be empty,
but the transparency and the specular will
not be visible in the raw color buffer.
May be you would bake all this channels in one pass,
I'm afraid you could not do this with the SB.

Denis.

Mike_RB
06-18-2007, 12:59 PM
http://www.elementvfx.com/WebDemo/vectsend_result.zip

There is a link to modo301's vector format. It would be cool to be able to use your nodes to render modo3 vector sculpts in lw

dpont
06-18-2007, 01:46 PM
It seems that Vector Map node can do this,
your Modo's vector map is baked in tangent space,
gray regions in the Map means no displacement
like do Vector Cast node in Lightwave.
The only thing which is missed here is the scale
factor, I used 2% in a Math Vector node,
it is slow (tangent space) but I got this:

47328

Denis.

Mike_RB
06-18-2007, 02:07 PM
excellent! very cool that your node already supports modo sculpts.

Mike_RB
06-18-2007, 02:21 PM
oh, and its not baked. We can sculpt that directly in modo. Very cool it works in LW

MSherak
06-20-2007, 01:40 PM
It seems that Vector Map node can do this,
your Modo's vector map is baked in tangent space,
gray regions in the Map means no displacement
like do Vector Cast node in Lightwave.
The only thing which is missed here is the scale
factor, I used 2% in a Math Vector node,
it is slow (tangent space) but I got this:

47328

Denis.


Looks like you updated all you plugins into one.. Very nice..

Chris S. (Fez)
07-02-2008, 07:21 AM
oh, and its not baked. We can sculpt that directly in modo. Very cool it works in LW

Mike, I am not nearly as node savvy as I should be. If possible, can you please provide a screenshot of your nodal tree and/or more info on making Modo vectors work in Lightwave?