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Bump map
Posted: Wed Jan 02, 2008 8:14 am
by Caleb1117
Ok, so with my new computer, I have alot more graphical power, and have been putting it to use, high texture detail, antialias, and high resolution, mostly.
And while playing Rhen Var on such settings, I found that the map objects had alot of intricate detail, and after looking over the Rhen Var assets, I believe this is due to Bump mapping.
So
1. How do I make a bump map? I assume I copy the original texture, grayscale it, then perhaps sharpen, or do a edge detect filter.
2. How do I get a model to use a bump map? Does it need to be applied in XSI somehow? or will the mesh automaticly look for _bump extensions to it's texture name?
Re: Bump map
Posted: Wed Jan 02, 2008 12:26 pm
by FragMe!
You have to make a nameoffilebump.tga.option file. If you do a search of assests you'll find out what you need to put in the file. I can't remember off hand if anything has to go into the models msh.option file as well. I noticed these the other day while working on the treads. BTW Emboss works as a bump creator as well.
To create the actual map in the paint editor, use the change to black and white (not gray scale) which is used in Paint.net for GIMP they call it something else it is on the color menu near the bottom. Then if you choose edge detect or emboss or in the case of gimp I believe they have and actual create bump option over in the filters or Scriptfu tab.
The thing to remember is the lighter (more white) the line is the higher or more raised it looks in the bump and the darker the deeper. Once you make it black and white you also can invert it to make it look better or different.
Re: Bump map
Posted: Wed Jan 02, 2008 1:14 pm
by AceMastermind
Edit Flag info for applying a bump map texture to your model in XSI:
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Bump Mapped
Render Type: 28? Render Bumpmap
Data 0: NOT USED
Data 1: NOT USED
Texture 1: bump map texture// in this line type your bump texture name: name_of_diffuse_texture_bump.tga
Description:
A bump mapped object gives the object the appearance of more depth. Bump mapping an object is useful for surfaces that have groves such as tree bark and brick.
Comments:
Re: Bump map
Posted: Wed Jan 02, 2008 5:19 pm
by Caleb1117
Ok, so it can be applied in XSI, good to know, but is there a way to add one Post export?
Re: Bump map
Posted: Wed Jan 02, 2008 9:59 pm
by FragMe!
From misc_documentation.doc
Code: Select all
Bump Map Options
Every bump map needs to have an option file. Each bump map should have the following options:
-format bump (or terrain_bump, or bump_alpha, or terrain_bump_alpha)
If the input image file is a grayscale height map, as opposed to a normal map generated by some tool, it should also specify:
-bumpmap or –hiqbumpmap
-bumpscale <value> to set the steepness of the bumps (6.0 is a good starting value)
One more note about bump mapping: a lot of the time a diffuse texture will have shadowing burned into the texture. Ideally, for bump mapped materials, you should try to remove any shadowing from the diffuse texture, since the bump mapping will put in shadows dynamically.
Example of what a nameoffile_bump.tga.options would contain
-bumpmap -format bump_alpha -bumpscale 6.0
for the models .option file
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-bump <string> <…>
Any normal materials with a diffuse texture listed by name after –bump will be converted to use bump mapping using the texture <diffusetex>_bump
example of what to put into the model.option if you have more than one bump texture on the model list them all and just put a space between them.
-bump nameoffile_bump nameoffile2_bump etc