View Full Version : Normal Map and APS, Help!

07-21-2008, 07:06 AM

I have a general questing concerning deatiling with normal maps and
a possible benefit with APS (Subdividing)
Case: I am modelling a simple stair with very few polygon, so no Bevel on edges.
I subpatch this model, send it to the layer, set subdivision level to 0.
Now I import my Normal Map I painted in 3d Coat. I would like to have
some brokenstairs, aged stair...

Question: Is it possible to influence APS with Normal Map.... take Normal Map
parameters for APS Input.... ( similar to Weightmap as Input for APS) ?

In other words, I am looking for a way to get something like realbump or
vector displacement... because Normal Maps doesn't deform the siliouette...

Thansk for any Input


07-21-2008, 09:44 AM
3d coat does displacement maps too, why don't you use that?

07-21-2008, 10:41 AM
APS has the ablilty to subdivide the edges (silhouette) more then the middle using Incidence Angle as the input parameter of a gradient.

The thing to remember is that the object needs enough transition polys to go from a large value to a small value.

07-21-2008, 11:31 AM

fine, but is it possible to obtain data from a normal map and apply it to APS?

Thanks Tom

07-21-2008, 11:54 AM
I am currently making some architecture for games using nmaps (with Zbrush though). A quick and dirty way is to take your nmap or color texture and import that into your displacement painting package and convert it to a greyscale displacement map, then deform the mesh using that. If you don't need a closeup, it should be possible to use a displacement map based on your normal map. . .so there are "ways".

07-21-2008, 12:04 PM
Converting your greyscale image to a 16bit tiff sometimes helps the detail in the displacement too even if your original image was a 8bit image. The APS may work fine with this at certain distances from the camera.