View Full Version : Normal mapping in EI?
splitpoint 01-20-2006, 11:36 PM Is anyone currently using normal maps in EI to speed up rendering? If so, how are you generating your maps? Any gotchas?
Al
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Reuben5150
01-20-2006, 11:56 PM
I don't use them much to be honest, i think the normal map's main application is in games, they can look nice though.
I used Nvidia's PS plugin to create the normal maps for these materials -
http://www.electro303.com/electro303/03-materials/material_Bank/14-Normalmaps/page_mat001.html
Robert did the trees :)
Reuben
splitpoint
01-21-2006, 12:28 AM
I'm getting ready to work on a project that has a city flyover and I'm looking for ways to cut down on rendering time because I know the deadline is going to be tight when the project finally gets rolling. Figured I might be able to turn some architectural detail into maps to make things roll a bit faster.
Thanks for the link.
Al
halfworld
01-21-2006, 11:01 AM
If you're a Mac user this little app is great for creating maps...
http://homepage.mac.com/nilomarabese/Menu13.html
Reuben5150
01-21-2006, 11:19 AM
Al, by the time you've created all the maps it might just endup being quicker to "let it render".
Reuben
Normal maps are very usefull for many things.
My latest viz needed a lot of "bush walls". I modeled the bushes with the old EIM and with the gorgeous powers of TreePro. Combined the models, rendered, and created the NMap which I retouched in Photoshop using direct RGB value-brushes.
A single row of bushes was more than one million poly, and there was 18-19 bush walls surrounding some swimming pools (guess the possible rendertime without the NMaps). So, ok, I modeled a very simple bush-like shape and used the NMaps... the result was perfect.
Extra tip:
For the Occlusion pass (using the old Occ shader) I connected the Transparency/Clip and Diffuse render flags to get the Occlusion also "clipped" and coincident with the bushes. Very cool results!
Reuben5150
01-21-2006, 12:26 PM
Hi David ! good to see you here :)
Well i see in that case how the NM was put to good use, depends on the project i guess.
about the occ shader, would you have not got similar results with GI ?, i always seem to get faster and nicer results anywhere i would have previously used the occ shader.
Reuben
splitpoint
01-21-2006, 02:57 PM
Thanks for the suggestions guys,
David is right on with what I had in mind. Greenery and architectural detail is where I'm looking to save. If I end up saving a 30 seconds per frame over 2000 frames when I'm rendering it's absolutely worth the extra time to setup. For this job I'm guessing I might save even more than that. I'll have to do some testing to see what I can expect.
Al
Hi David ! good to see you here :)
Hi Reuben!
Of course, the GI is much much better and faster.
But I can make some tweaks to the Occ shader for some special targets
;)
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