The concrete texture looks good! But I would only use it for brushes with half the size!
The upcoming MatSys will be able to deal with height-maps directly, i.e. turn them into normal-maps internally. No need for height2normal.exe as a separate program.KillerKind wrote:I am using the HL2 height2normal.exe program. It is very easy to use. I think that Carsten should have a good look at this program. I believe the Ca3D TextureViewer is supposed to have something similar, but I can not get it to function.
This part is even finished yet, and works very well already.
The MatSys can also combine several height- and normal-maps if that is desired (e.g. use normal-maps for technical details, and height-maps for small bumps and scratches on a single texture).
Creating normalmaps with a 2d converter is okay for high frequent surfaces (small, few pixel based bumps) but really lacks on low frequent surfaces due to the fact that highmaps (greyscaled bumpmaps) only offers 256 values, and no real control over angle or sharpness of a normalmap (which is one of the benefits of nmaps)
And not all surfaces need a nmap, sometimes a plain texture looks very good as it is ^^
Thats also why the matsys is very powerful, because you can enable/disable slots to create many variations of a material, using only a few textures
Thats a nice method ID Software used in D3...The MatSys can also combine several height- and normal-maps if that is desired (e.g. use normal-maps for technical details, and height-maps for small bumps and scratches on a single texture).
Be careful with those terms: A "highmap" is technical the same like a bumpmap (a greyscaled image) but used for different purpose !!
The "highmap" is used to move geometry (vertices) on a surface while a "bumpmap" only works for the lightvector
A heightmap describes relative heights (0 the lowest and 1.0 (or 255) the highest).
Wether a heightmap is used for displacement-mapping or bump-mapping (this term should exist) is an entirely different matter.
However, that is just my personal view of things - I really don't know how others define or think of these terms.
Maybe there is no common convenience at all(?).
Edit: Also, will the new MatSys support shaders? Sorry if this info has been posted already.
me wants!!! early christmas present carsten?
That's a very good question.Shadow wrote:lol maybe im just dumb but whats the best way to get a heightmap from a photo texture then? just turn it grayscale?
Turning the texture grayscale will give you "some" heightmap, but certainly not a heightmap that is "correct", i.e. none that really represents the height of the texture elements (texture contents).
I believe that's also why Kai said that some texture work very well as they are - without any height- or normal-maps.
If I had to create heightmaps from diffusemaps (texture images), I'd probably also start with making them grayscale. But for best results, it is probably adviseable to start with a flat 50% gray texture, and then to hand-paint bumps (heights) and depressions (depths) manually into them.
This is a lot of work of course, but will probably yield (much) better and much more "correct" results.
What do you mean by "shaders"? (This term has several meanings in the presence of a MatSys.)KillerKind wrote:Edit: Also, will the new MatSys support shaders?
But in any case, the answer is yes.
Shaders (small scripts) will be used for defining materials and their properties. Very similar to D3.
Well, indeed a very small group of people got previews of the new MatSys a while ago. Kai has spent huge efforts in developing diffuse-, normal-, specular- etc. maps, and in fact has significantly helped me to clarify a lot of issues. So he was clearly the first to receive it.Shadow wrote:how come only kai gets the mat sys....
Don't worry though:
I've stopped my work on CaWE (at least for now), in favour of preparing the upcoming release. I'll put the entire Ca3DE project under SubVersion version control on Monday morning, and then will do nothing but completing it for the release.
Or you can do it completely by hand for very simple bumb-maps!
And now the normal map created with this bumb-map in photoshop:
So it's not always necessary to create normal-maps or bumb-maps in such modelling-programs.
Looks quite good
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