Detail maps

Post » Tue Jun 01, 2010 10:41 pm

It seems a kind of bump mapping ingame. Anyone know the results? A big fps loss? weirdness?
Vality7 i need your advice :bigsmile:

Shot:
http://img265.imageshack.us/my.php?image=bumpmappingxk8.jpg
User avatar
Angela Woods
 
Posts: 3336
Joined: Fri Feb 09, 2007 2:15 pm

Post » Tue Jun 01, 2010 6:11 pm

Well I'm not using detail maps in my technique...so the affects might be different...but that definately looks good.

I don't know if there is an FPS loss because my PC is too good to feel hardly any hit at all from MW no matter what I do to it. I have a feeling it could be bad though, if used excessively - like my upcoming mod uses it on almost every single mesh. I think I do remember someone who tested my mod saying there was a hit, but I have no idea myself.

But detail maps, they probably aren't as bad as what I'm doing, which is a mixture of reflection maps and bump maps...for anyone who is wondering what I'm talking about (http://i73.photobucket.com/albums/i201/Vality7/misc/fqr324rqw.jpg)



...btw, when you link to images it's best you link directly to the image http://img265.imageshack.us/img265/2215/bumpmappingxk8.jpg
User avatar
lauraa
 
Posts: 3362
Joined: Tue Aug 22, 2006 2:20 pm

Post » Wed Jun 02, 2010 2:32 am

Well I'm not using detail maps in my technique...so the affects might be different...but that definately looks good.

I don't know if there is an FPS loss because my PC is too good to feel hardly any hit at all from MW no matter what I do to it. I have a feeling it could be bad though, if used excessively - like my upcoming mod uses it on almost every single mesh. I think I do remember someone who tested my mod saying there was a hit, but I have no idea myself.

But detail maps, they probably aren't as bad as what I'm doing, which is a mixture of reflection maps and bump maps...for anyone who is wondering what I'm talking about (http://i73.photobucket.com/albums/i201/Vality7/misc/fqr324rqw.jpg)
...btw, when you link to images it's best you link directly to the image http://img265.imageshack.us/img265/2215/bumpmappingxk8.jpg



I wouldn't mind looking into this technique when I get back into weapons modeling - just need to look at reinstalling 3dsmax.

Any threads/ links with a lowdown on how the technique is applied and what (if any) external programs are required?

Regards,

Phil
User avatar
neen
 
Posts: 3517
Joined: Sun Nov 26, 2006 1:19 pm

Post » Wed Jun 02, 2010 4:28 am

I wouldn't mind looking into this technique when I get back into weapons modeling - just need to look at reinstalling 3dsmax.

Any threads/ links with a lowdown on how the technique is applied and what (if any) external programs are required?

Regards,

Phil

It can all be done in Nifskope, I plan to write up a simple tutorial in a few days or less once my mod is released and when I have some time to do so - I will let you know when I do.
User avatar
Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Wed Jun 02, 2010 5:44 am

you guys are awesome.. all these shots have a real oblivioney look to them
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Wed Jun 02, 2010 3:41 am

does Morrowinds engine support parallax mapping?

EDIT: also, Vality, are you going to write a tutorial for bump mapping and reflection-thingies? or just one of them
User avatar
mike
 
Posts: 3432
Joined: Fri Jul 27, 2007 6:51 pm

Post » Wed Jun 02, 2010 4:06 am

It seems a kind of bump mapping ingame. Anyone know the results? A big fps loss? weirdness?
Vality7 i need your advice :bigsmile:

Shot:
http://img265.imageshack.us/my.php?image=bumpmappingxk8.jpg

Is it a bumpmap like thing, or is it just a overlayed texture with a diffrent mipmap bias that is only displayed when the camaea is a certain distance from the AABB?
User avatar
RAww DInsaww
 
Posts: 3439
Joined: Sun Feb 25, 2007 5:47 pm

Post » Wed Jun 02, 2010 4:20 am

I have been messing with adding detail maps to Armor.

The example pic is default texture with a higher res detail map. This isn't a bump map as it is still flat but it gives the illusion of a bump from certain angles.

My motivation to try this is it should be almost 0 FPS impact verse high res textures ... of course the downside is it would be a LOT of work to add detail maps to all the meshes in the game.

As I have stated before I personally don't like the look of the Reflection map technique to get a bump in MW. It would be cool in certain circumstances but not on everything IMHO.




http://i61.photobucket.com/albums/h61/TheDarknut/Imptest.jpg
User avatar
Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Tue Jun 01, 2010 5:28 pm

does Morrowinds engine support parallax mapping?

EDIT: also, Vality, are you going to write a tutorial for bump mapping and reflection-thingies? or just one of them

Isn't there already tutorials for reflection maps around? I don't think I will, as my method will be very simple and is more about the bump effect than anything.

And no, Morrowind doesn't support parrallax mapping, normal mapping etc. This method is a kind of fake bump map, and doesn't give quite the same effect as a real one, but it is still a cool effect. It does support glow, reflection, and detail maps, and bump maps in a way.

As I have stated before I personally don't like the look of the Reflection map technique to get a bump in MW. It would be cool in certain circumstances but not on everything IMHO.

Yeh not on everything, using it as a bump map to cover all of Morrowind's meshes would look stupid. But I have used it extensively in my new mod, and I personally think it looks pretty cool, like see the floor and walls on this pic - (http://img339.imageshack.us/img339/7971/3523rsdqqf9.jpg) - in most cases it's really quite subtle, it mainly becomes apparent in dark lit areas.
User avatar
Jason King
 
Posts: 3382
Joined: Tue Jul 17, 2007 2:05 pm

Post » Wed Jun 02, 2010 2:15 am

The detail mapping looks great! It's subtle, but all the more effective because of that.
User avatar
CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Wed Jun 02, 2010 3:03 am

Is it a bumpmap like thing, or is it just a overlayed texture with a diffrent mipmap bias?



Its a detail map, in other words other texture applied over the texture base but im using a embossing effect and acts like a bump map with a excellent results.
The only complain for the moment is the blurry result of this detail map. The view of the effect in Nifscope its perfect but in CS its blurry .

I believe this can be solved, if anyone knows how, please lets go to work??
User avatar
Tom Flanagan
 
Posts: 3522
Joined: Sat Jul 21, 2007 1:51 am

Post » Tue Jun 01, 2010 5:17 pm

Its a detail map, in other words other texture applied over the texture base but im using a embossing effect and acts like a bump map with a excellent results.
The only complain for the moment is the blurry result of this detail map. The view of the effect in Nifscope its perfect but in CS its blurry .

I believe this can be solved, if anyone knows how, please lets go to work??



What res & color depth are you using for the detail maps?

on my armor test I made the detail map from a 1024 x 1024 version of the texture so in the end the detail map is 1024 x 1024 grayscale. & it is not blurry in the CS
User avatar
Anna Beattie
 
Posts: 3512
Joined: Sat Nov 11, 2006 4:59 am

Post » Tue Jun 01, 2010 7:20 pm

I'm sorry, I'm a bit out of the loop.
What are these detail maps, and (more importantly) how are they used?
Thanks for any help.
User avatar
Chloe Yarnall
 
Posts: 3461
Joined: Sun Oct 08, 2006 3:26 am

Post » Wed Jun 02, 2010 6:36 am

I'm sorry, I'm a bit out of the loop.
What are these detail maps, and (more importantly) how are they used?
Thanks for any help.

it's texture stuff you add to meshes to make them look like real stuff
User avatar
Felix Walde
 
Posts: 3333
Joined: Sat Jun 02, 2007 4:50 pm

Post » Tue Jun 01, 2010 11:28 pm

Its a detail map, in other words other texture applied over the texture base but im using a embossing effect and acts like a bump map with a excellent results.
The only complain for the moment is the blurry result of this detail map. The view of the effect in Nifscope its perfect but in CS its blurry .

I believe this can be solved, if anyone knows how, please lets go to work??

I tried detail maps and thats exactly what happened to my textures ingame. What did you save it as? .tga or .dds?
User avatar
Kayleigh Mcneil
 
Posts: 3352
Joined: Thu Jun 29, 2006 7:32 am

Post » Wed Jun 02, 2010 4:39 am

Texture stuff, eh?
I see... :read:

Actually, I was hoping for a bit more detail than that :lol:
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Tue Jun 01, 2010 6:35 pm

This 4.0.0.2 Nif Documentation courtesy of Freedomforce and Irrational games might help:-
The Maps rollout panel for the NetImmerse Shader has been extended to support several NetImmerse specific maps. Examples of how to use the various fields can be found in the "Common Uses" section of this manual.

The "Base" texture map roughly corresponds to the "Diffuse Color" maps in the other MAX shaders. It is the base texture for the material and all the other maps will modify or add to it somehow.

The "Dark" map field is intended to hold a static light map for the material. In NetImmerse, the base map's r,g,b values will be multiplied by the dark map's values causing it to appear dark where the dark map is dark and the base texture where the dark map is light. This behavior also means that the dark map can only darken the base map (hence the name.) White pixels in the dark map will pass the base map's color through untouched but any non-white dark map pixel will darken the base map's pixel. Dark maps are commonly arranged so that a single surface has a dark map that stretches across its entire extent (i.e. the dark map is not tiled.) The base map applied to this surface is then tiled but in combination with the dark map the repetitions are less noticeable.

The "Detail" map field is intended to hold the texture that will provide fine grain detail for the base map. Whenever the camera gets very close to a surface the detail map will dominate the base map. Because of this behavior the detail map should be a highly repeated noise pattern. Additionally, the detail map is multiplied by two before it is multiplied into the base texture. Because of this the detail map can both brighten and darken the base map. A detail pixel value of 128,128,128 will leave the base unchanged. A pure white value will double the brightness of the base map while a pure black value will still make the base map's pixel become black. An artist should usually create a detail map so that its average color is 128,128,128.

The "Decal" map field holds a texture that will be alpha-blended on top of the base texture. If multiple decals are desired a "Composite" material can be placed in the "Decal" field. Each texture listed in the "Composite" material will be translated into a decal texture by MAXImmerse. Decal maps are usually used to add local detail to a base texture, common examples being bullet holes and scorch marks. Note that multiple decals specified in a "Composite" material will be added onto the base map in order - creating a layering effect.

The "Bump" map field is not currently supported but will be used for bump-mapping whenever NetImmerse supports that feature.(Sy: Not true apparently. My guess is the Max plugin didn't work but the graphics engine manages a stab at it.)

The "Gloss" map field holds a texture that will modulate the effect of the environment map. The environment map and gloss map are multiplied together so the environment map will appear wherever the gloss map is white, disappear wherever it is black and smoothly transition anywhere in between. Colored gloss maps can be used to achieve metallic looking reflections. Finally, not all graphics cards will support gloss maps. On such cards the environment map will appear full strength - as if no gloss map had been provided.

The "Glow" map holds a texture map that will just be added onto the result of all the prior maps. It should be used to create texture-based self-illumination effects. For example, luminescent patches on a creature's skin could be added via a glow map.

The "Particle Color" and "Particle Opacity" fields should only be used for materials that are applied to a particle system. Both fields will only accept a "Particle Age" material and together allow particles to change color and opacity as they age. For "Particle Opacity" the r,g and b values in the "Particle Age" material will be averaged together to yield the required alpha value.

The "Bump", "Reflection", "Refraction" and "Displacement" fields at the end of the maps sub-panel are added by MAX and are not translated by MAXImmerse. They should never be used.

The foregoing provides a brief introduction to the map fields provided by the NetImmerse Shader. More information on NetImmerse's multitexturing capabilities can be found in the NiTexturing.doc file.

User avatar
SWagg KId
 
Posts: 3488
Joined: Sat Nov 17, 2007 8:26 am

Post » Tue Jun 01, 2010 11:59 pm

This 4.0.0.2 Nif Documentation courtesy of Freedomforce and Irrational games might help:-

Yay. That's more like it. ^_^
*digests*
User avatar
SiLa
 
Posts: 3447
Joined: Tue Jun 13, 2006 7:52 am

Post » Tue Jun 01, 2010 5:14 pm

According to http://cs.elderscrolls.com/constwiki/index.php/Working_With_Nifs_301_:_Properties_Breakdown#TexturingProperty 'Recent patches to Oblvion introduced the detail map to terrain'. Might this imply that Morrowind is simply not capable of displaying detail maps applied to terrain (which would, in turn, explain why Connary can see the effect of his detail maps in Nifskope, but not in the Construction Set)?

- Swiveller
User avatar
RAww DInsaww
 
Posts: 3439
Joined: Sun Feb 25, 2007 5:47 pm

Post » Wed Jun 02, 2010 5:05 am

I wouldn't mind looking into this technique when I get back into weapons modeling - just need to look at reinstalling 3dsmax.
Any threads/ links with a lowdown on how the technique is applied and what (if any) external programs are required?
Regards,
Phil


There's this:
http://www.gamesas.com/bgsforums/index.php?showtopic=802999
I did that shows how to use bump maps to suppress 'magic glow' at the Nif level.
Either Vality7 or I will do one on 'bump mapping' soon.
User avatar
Kaylee Campbell
 
Posts: 3463
Joined: Mon Mar 05, 2007 11:17 am

Post » Wed Jun 02, 2010 7:53 am

How does that look in motion (video maybe)?

Also - If it does effect FPS - Then, maybe, it would be a good idea to actually have two tex packs - one with lower res.
User avatar
OTTO
 
Posts: 3367
Joined: Thu May 17, 2007 6:22 pm

Post » Tue Jun 01, 2010 11:02 pm

How does that look in motion (video maybe)?
Also - If it does effect FPS - Then, maybe, it would be a good idea to actually have two tex packs - one with lower res.

How does an entire large room look? Pretty stunning! Frame hit? None I could detect. I've been through a fairly large complex of rooms where almost every wall and static was bump mapped.
User avatar
Jeff Tingler
 
Posts: 3609
Joined: Sat Oct 13, 2007 7:55 pm

Post » Wed Jun 02, 2010 1:04 am

Could someone please explain why this is bump mapping?

I thought bumpmapping, you change the normals based on the colour and the change from the surrounding pixels of a grayscale texture at is UV mapped point, thereby changing the lighting effect on the mesh and casuing it to look more detaild, and uh, I don't see this happening.


This seems to be exactly what it says it is on the tin. A detail map.
User avatar
kasia
 
Posts: 3427
Joined: Sun Jun 18, 2006 10:46 pm

Post » Tue Jun 01, 2010 6:34 pm

Could someone please explain why this is bump mapping?

I thought bumpmapping, you change the normals based on the colour and the change from the surrounding pixels of a grayscale texture at is UV mapped point, thereby changing the lighting effect on the mesh and casuing it to look more detaild, and uh, I don't see this happening.
This seems to be exactly what it says it is on the tin. A detail map.


yeah see, bump mapping and detail mapping are almost the same thing, both are texture thingies which are applied to mesh thingies which might have something to do with alphas. They both make thingies look more real and stuff, except they are not excatly the same, just read my other description.



I need more sleep

User avatar
Ash
 
Posts: 3392
Joined: Tue Jun 13, 2006 8:59 am

Post » Wed Jun 02, 2010 2:01 am

While the first inclination might be to use a base texture as its own detail map (greyscaled to enhance what is already there), the use of another completely different texture can be made into a detail map to expand upon the diverity of the base texture with out having to alter said base.

For example, I have been making a desert world for ELSEWORLDS!.
I start out (just for the examples sake) with a http://i57.photobucket.com/albums/g235/Wesadam/Texture%20Tips%20and%20Tricks/DMAP_1.jpg (which I use for floors and walls where needed).

Then, I apply my very simple http://i57.photobucket.com/albums/g235/Wesadam/Texture%20Tips%20and%20Tricks/DMAP_2.jpg to the plane.

Now while this is good for say, floors, I want to expand on the texture and make that match, but not exactly (so as not to
give the player vertigo while travelling trhough a sandy tunnel.

So, I decide that I want to make the sand appear as if it were carved like stone. I then find a good stone texture that
will alter the texture to my satisfaction. http://i57.photobucket.com/albums/g235/Wesadam/Texture%20Tips%20and%20Tricks/DMAP_3.jpg.

I take the stone texsture, convert it to gray scale/B&W, and then dupliate it in a new layer. I make the top layer a negative and make its opacity around 46-47% (doing this will give a nice even grey tone that is preferable at first). Then, I add a small emboss filter to the layer beneath and blur it a bit. I then focus/sharpen the top layer in the opposite percentage that I blurred te embossed bottom layer (this is just my method, so insert your own method here ;) ). Once all of this is done, the new detail map texture should look http://i57.photobucket.com/albums/g235/Wesadam/Texture%20Tips%20and%20Tricks/DMAP_4.jpg.

Then, I apply both the base texture and the detail map to obtain http://i57.photobucket.com/albums/g235/Wesadam/Texture%20Tips%20and%20Tricks/DMAP_5.jpg; a very nice sandstone to compliment the sandy floor.

For added effect, one can adjust the contrast and brightness of the detail map for even more depth (as the subtle grey is gives an even lit tone, but in a higher contrast version, what is close to white acts very much like a glow map and what is close to black acts like dark map, resulting in a more natural reaction/imposition of light on a mesh).

Now while this might seem like and extra texture (regardless I would have had to make another texture for the walls in some fashion), the detail map can be applied to other base textures for even more variety with (actually) less textures :D (which is always a good thing for smaller downloads).

Now mind you, this is just a quick example as to what can be done with detail maps, if one is creative enough, then they are a very handy indeed :D.
User avatar
GabiiE Liiziiouz
 
Posts: 3360
Joined: Mon Jan 22, 2007 3:20 am

Next

Return to III - Morrowind