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export bump map
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  • Location: New York City
  • Total Posts: 76
  • Joined: 22 August 2006 03:46 PM

would be nice if we could export bump maps



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  • GED
  • Posted: 22 January 2007 10:11 AM

agreed, me too. This thread has got quite a few requests for mapping options now. Maybe skymatter will make a whole suite of new mapping options. That would rock!



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What do you mean? Paint bump maps? Mudbox can export height field/displacement maps now. This can be used as a bump map.

There is no difference between a bump map and displacement map except for the way they are rendered. The map is the same.



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infact the normal map is a bump map only better. If your shader can read normal maps, you can get nice bump effects.



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What do you mean? Paint bump maps? Mudbox can export height field/displacement maps now. This can be used as a bump map.

There is no difference between a bump map and displacement map except for the way they are rendered. The map is the same.

Hey Dave, ohh I didnt know they were the same, I think I got confused because when I make displacement maps they usualy have very little contrast.. If i increase the contrast it brings out some detail but I wasn’t sure if I should do that.



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  • muddlers
  • Posted: 24 January 2007 06:22 AM

What we need is cavity map and oclusion map rendering.



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cant the occlusion be done in maya or max ect?
and I never got how a cavity map is diff then a negative bump..



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  • muddlers
  • Posted: 24 January 2007 07:20 AM

cant the occlusion be done in maya or max ect?
and I never got how a cavity map is diff then a negative bump..

Yes, but you probably want to bake the map directly in mudbox instead of exporting a 6 million poly model to generate a cavity map. The idea was, while you render a displacement, a normal map, you could also render a oclusion map and a cavity map, without bothering to do the job in a external application. I think the need for cavity-occlusion baking should came first than the rgb paint module, because most of us start the painting job with a occlusion map, so when skymatter develops the paint module, and while we wait for it to be released (i hope so), we can play with our cavity-occlusion maps and start the painting job elsewhere.

A cavity map, is basicaly a 2 tone image (black and white) great for pore, fine wrinkles and other high frequency details, a bump map have broader range of grays.

Cheers



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A cavity map, is basicaly a 2 tone image (black and white) great for pore, fine wrinkles and other high frequency details, a bump map have broader range of grays.

Cheers

ahhhhh maybe thats why ive been having so much trouble with high freq detail… I need a cavity map for them instead of trying to get them with a displacment or a normal.  Thanks for the very detailed post.



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  • x_Bolek
  • Posted: 24 January 2007 08:36 AM

Cavity map is a made up term by you know who :rolleyes: and have absolutely NOTHING to do with occlusion. It is just a curvature map clamped to a certain threshold of concavity… It is actually a bit rubbish and half useable. You’d be better off with a full curvature map and decide by yourself of the angular threshold you need. Much more useful.

Boooooh to cavity maps.

Bleh.



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haha, woah I’ve never heard of a “curvature map” what does that look like?



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