View Full Version : Any good multi-layered normal mapped shading examples?

06-27-2007, 02:50 PM
Forgive me if I've missed it somewhere in big bold letters, but... on every shader description of the LW9 surface and render manual it repeatedly touts the ability to use normal maps for multi-layered shading.

By using a different set of normals either from different
normal maps or from any of various nodes that may
offer normal outputs themselves, it becomes possible to
create truly layered surface shading and texturing.

And on the first page discussing diffuse shaders it shows an image of transparent cable jackets... but it doesn't mention what part of that image uses the normal maps... are the wires inside separate objects or just created by normal maps on the outer surface? I can't find that scene or image in the LW9 content anywhere...

I've experimented a bit and was able to sort-of get the illusion of an object within an object using multiple normal maps on different shaders on the same surface. An image of Beethoven in a marble... But it would have been faster to just use separate model elements with their own surfaces... as well as properly handle the refraction of the object within the marble where this example doesn't.

I've attached the simple sample image and scene that I was experimenting with...

Does anyone have any ready example scenes showing how this process can be used to create the illusion of depth within surfaces most effectively? I've googled and googled but haven't really found much of use...

Anyone? :question:

07-02-2007, 12:19 PM
I've been experimenting using this technique of normal maps to drive multi-layered textures to create surfaces with depth and I've started to have some more promising results. I've been able to use a bump map through the DP_Kit Bump->Normal node as normal input for a set of Kappa, Phong and Reflection nodes to create the shading of a deeper layer of a surface which uses a separate set of Lambert, Phong and Reflection nodes to shade the top of the same surface.

Here's an early test render using this technique on the translucent surfaces for the ear and mohawk portions of 0090's helmet. I still have to refine the mapping of the textures in the areas, but I'm starting to get some interesting depth effects which I'll continue to explore. :thumbsup:

Click the thumbnail to see a larger image.

http://dreamlight.com/media/graphics/insights/autitons/previews/DLI-0090_07R-NodeTestPrev.jpg (http://dreamlight.com/media/graphics/insights/autitons/images/DLI-0090_07R-NodeTest.jpg)

07-02-2007, 03:16 PM
I've been meaning to ask the same question about that quote from the manual and the cable picture. You are having netter luck than I had when trying to do the mulitple nomal map thing. Thanks for posting your progress, any details would be appreciated.

07-02-2007, 03:53 PM
Does that mean we could get some interesting depth effect
when the object is moved or rotated (a short animated


07-02-2007, 06:32 PM
@bloontz: I'll post the node map when I get a chance after finishing the textures a bit more.

@dpont: Yes. In the surfaces here the top of the surface is glossy and smooth while the underlying portion is translucent and bumpy which picks up different highlights and reflections than the top. It shows up better when moving. I'll post a simple turntable animation after I refine the textures a bit more.


07-16-2007, 08:19 PM
Here's a turntable animation with the latest version of the nodal textures. The ear/mohawk helmet inserts use multiple layers of normal mapped shaders in an attempt at creating some depth. Click the thumbnail below to see the video and let me know what you all think.