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Thread: Normal map vs bump map (done to death?)

  1. #16
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    Quote Originally Posted by Sensei View Post
    He has ambient occlusion shader baked to RGB texture...
    It's something like: use high poly displacement with nice normal map, apply occlusion, bake it to image, undo everything to flat original geometry..

    You are not going to get anything like that with just baking.

    He clearly uses some sort of parallax mapping.

  2. #17
    Professional enemy shill clagman's Avatar
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    I dunno, even converting images that were being used as bumps to normals I can see a difference. Maybe because the normal map is processed as RGB?
    Seeing the glass as half empty is being an optimist when the glass is full of urine

  3. #18
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    Quote Originally Posted by clagman View Post
    I dunno, even converting images that were being used as bumps to normals I can see a difference. Maybe because the normal map is processed as RGB?
    Actually it shouldn't matter because a typical bump implementation will basically calculate an equivalent of normal map during runtime.

    So basically, the only difference between normal maps and bump maps is that the former require 3 values and the latter only 1 value ( basically one channel ) and the other two are calculated during runtime.

  4. #19
    Super Member Captain Obvious's Avatar
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    Quote Originally Posted by Sensei View Post
    He has ambient occlusion shader baked to RGB texture...
    It's something like: use high poly displacement with nice normal map, apply occlusion, bake it to image, undo everything to flat original geometry..
    In the example image posted, with the radio or whatever? That looks like just a baked normal map to me... I can't see any parallax mapping or ambient occlusion or anything like that.
    Are my spline guides showing?

  5. #20
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    Quote Originally Posted by Captain Obvious View Post
    In the example image posted, with the radio or whatever? That looks like just a baked normal map to me... I can't see any parallax mapping or ambient occlusion or anything like that.
    Well, I was referring to this one ...

    http://www.newtek.com/forums/attachm...3&d=1225326923


  6. #21
    Professional enemy shill clagman's Avatar
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    Maybe the internally calculated version is inferior to the pre calculated version using the Nvidia (or other) software? Just a thought, I can clearly see the difference between the two.
    Seeing the glass as half empty is being an optimist when the glass is full of urine

  7. #22
    Registered User Auger's Avatar
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    What's the NVidia software called? Can't find it on their site.

  8. #23
    Professional enemy shill clagman's Avatar
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    That one is available at http://developer.nvidia.com/object/p...s_plugins.html
    Much faster than working the light direction individually.
    Seeing the glass as half empty is being an optimist when the glass is full of urine

  9. #24
    Super Member Captain Obvious's Avatar
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    Quote Originally Posted by warmiak View Post
    Well, I was referring to this one ...

    http://www.newtek.com/forums/attachm...3&d=1225326923

    Ah, yes, that's obviously not just normal mapping.
    Are my spline guides showing?

  10. #25
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    Quote Originally Posted by clagman View Post
    That one is available at http://developer.nvidia.com/object/p...s_plugins.html
    Much faster than working the light direction individually.
    Thanks clagman, I'll check it out.

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