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Normal Maps

veganpete
Registered User
Quote
2021-03-25 11:15:41

People probably already know about this but I only found it yesterday and find it fascinating - it quickly generates normal maps for any image...

http://cpetry.github.io/NormalMa...

Drag and drop an image, tweak "strength" and "Level", Blur" to suit.

Then adjust "displacement" (to set how deep you want the 3D effect to be). Then click "download".

In coppercube, select object's "materials">"normal mapped" and load the map you just created over the original texture.

Now change the object's "materials">"lighting">"static lighting".

Add one or more static lights to the scene and go to the "light mapping" tab and click "calculate!".

The scene lighting will be calculated (and baked?) and will look much better with the normal maps (surfaces will be lit in detailed 3D with realistic lights). Great for photorealism and cinematic sequences where such detail may be important.

🔎︎


You can also use a lightsource with a negative value to "fade" darker areas into the scene.

I don't think "fog" works on pre-calculated areas (as the fog is a real-time effect).

I've started making the inside of a Pyramid for my game - and the "normal mapping" feature seems to massively improve the atmosphere of the scene as well as tying the different textures together with a uniform lighting.

Absolutely love this feature! Great for adding bevels engravings, patterns, cracks, roughness, curves, waves etc. to flat textures.


Robo
Guest
Quote
2021-03-25 13:19:29

Interesting website - seems to want 4 pictures of the same image. I normally use GIMP to create normal maps as can change the inward/outward bumps if not right.

Unless I have a different version to you, when using normal maps, you cannot use baked lightmaps - only dynamic, even when you select static lighting..

Remove the normal maps then you can bake the lighting.


veganpete
Registered User
Quote
2021-03-26 11:38:36

Thanks Robo.

Apologies; "baked" may have been the wrong terminology for me to use.

I just add the normal map from the site, set the object's lighting to "static lighting" in coppercube, and then click "calculate". I'm getting some really nice results on version 6.4.

🔎︎


On the site, the left image is your source image, the middle image is the normal map and the right image is a real-time preview of the mapped lighting.

You can just drag and drop an image onto the left, it will automatically calculate the normal map - which can then be tweaked further and/or downloaded.


just_in_case
Moderator
Quote
2021-03-26 13:25:07

I would like to recommend Parralax mapping instead of Normal mapping, you can use the same normal texture but the result will be far better. You can adjust the Parallax mapping with the free parameter 1 in irredit/irrlicht properties. but Parallax mapping always gives much better results than Normal mapping.

just give it a try.


Robo
Guest
Quote
2021-03-26 13:45:59

wrote:
Thanks Robo.

Apologies; "baked" may have been the wrong terminology for me to use.
You can just drag and drop an image onto the left, it will automatically calculate the normal map - which can then be tweaked further and/or downloaded.


I like your last Egypt picture - nice !
You could make a very cool game with that level of detail...
Hope to see some cool animations FPS/TPS etc with cool sound effects in a demo scene/video..


Robo
Guest
Quote
2021-03-26 13:55:32

wrote:
I would like to recommend Parralax mapping instead of Normal mapping, you can use the same normal texture but the result will be far better. You can adjust the Parallax mapping with the free parameter 1 in irredit/irrlicht properties. but Parallax mapping always gives much better results than Normal mapping.
just give it a try.


Will definately try this thanks just_in_case - thats intresting as if you use transparent PNG this same Param1 controls the amount of transparency but here also parrallax map normal texture results...


veganpete
Registered User
Quote
2021-03-26 14:05:35

Thanks for the tip! I'll try out parallax mapping.

Currently making fire/torches, which move the lighting around the scene - so it'll be a good test for parallax mapping.


just_in_case
Moderator
Quote
2021-03-26 14:56:08

@Robo and @Veganpete Parameter 1 and Parameter 2 are free parameters and material-specific properties and they are ignored most of the time. But in coppercube they play a very good role for different material type.

For example with lightmaps, parallax maps, transparent material, and all.

Also, it is used for setting no alpha blending for plants and grass property which helps in culling and blending of the alpha with a value of 0.5 on parameter 1.

you might have noticed that sometimes the texture doesn't render and the texture behind the object gets rendered you can fix that by either using z-buffer,z-write enabled or with no alpha blending.
But irredit/irrlicht materials and properties are kinds of experimental properties. that is why they are turned off by default in the engine.

On a side note:- You might notice that your object becomes invisible on setting parallax mapping this will be due to a bug. If this happens to your object you first need to set material as a normal map in the default material panel(not f=the one form irredit/irrlicht properties) and after that, you can retry switching the material type to parallax mapping from irredit/irrlicht tools.

The same goes for normal map with transparency and other materials if switching them from redit tools make your object go transparent then first try to set a default material from original materials tab and then retry switching the same type from irredit tools.

hope this bit of information is useful to you.

Alsop @Robo i have answered to one of your problem in help section of the forums here https://www.ambiera.com/forum.ph...

maybe using the javascript command ccbUpdateSceneNodeBoundingBox(node) might solve your issue.



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