Author Topic: DEEP Normal Map Test  (Read 2299 times)

3dmk

    Reputation: 3
DEEP Normal Map Test
« on: November 27, 2014, 06:49:40 pm »
November 27, 2014, 06:49:40 pm
Hi All,
This is a test of a new technique I developed to try and get a more realistic 3D appearance from a flat 2d texture plane in real-time 3D engines.
The plants on the left are using the standard technique to create the normal maps and the plants on the right are using my deep normals technique.
Both plants have exactly the same material settings and the only difference is the normal maps. The plant is two planes in a cross configuration and this example shows that it performs well in the most difficult of situations.
You can clearly see the cross-planes on the left yet they are hard to notice on the right. You can also notice the lighting is better at all angles and even shows highlights when back-lit by the sun.
Tested on Lumion Free [3.2.1]

C&C welcome


Re: DEEP Normal Map Test
« Reply #1 on: November 28, 2014, 03:15:37 am »
November 28, 2014, 03:15:37 am
Hi 3dmk

Thanks for the test example. 

It's a bit hard to tell from your movie because you are using the Free version with Watermarks.  A better sample would be a non-stationery camera.  At present those on the left expose the cross-plane more than those on the right.  Some close-ups of the leaves would also be useful to see.

Indeed if normalmaps are tweaked for lighting and depth away from the defaults, they can give better information to suit different more specific lighting scenarios.  Adding a specular map to the texture for a Standard Material, would also increase the variation of colour.

IdeaImmagine

    Reputation: 4
Re: DEEP Normal Map Test
« Reply #2 on: November 28, 2014, 08:15:17 am »
November 28, 2014, 08:15:17 am
It's a bit hard to tell from your movie because you are using the Free version with Watermarks.

That's funny, peterm! :)
Maybe a watermark-free version (or a much lighter, single watermark) would be better to show Lumion's capabilities.
As far as I remember, someone already suggested it in the past.

Re: DEEP Normal Map Test
« Reply #3 on: November 28, 2014, 09:17:33 am »
November 28, 2014, 09:17:33 am
 :-D Without going OT, yes that has been suggested for the Watermark. 

3dmk

    Reputation: 3
Re: DEEP Normal Map Test
« Reply #4 on: November 28, 2014, 07:56:01 pm »
November 28, 2014, 07:56:01 pm
Hi 3dmk

Thanks for the test example. 

It's a bit hard to tell from your movie because you are using the Free version with Watermarks.  A better sample would be a non-stationery camera.  At present those on the left expose the cross-plane more than those on the right.  Some close-ups of the leaves would also be useful to see.

  Adding a specular map to the texture for a Standard Material, would also increase the variation of colour.
Is this possible in Lumion?? If so how??

I will also upload some better examples when time permits :)
Cheers
Jamie

Re: DEEP Normal Map Test
« Reply #5 on: December 01, 2014, 10:51:05 am »
December 01, 2014, 10:51:05 am
Hi 3dmk

The Specular Map is added to the base texture in the 8 bit greyscale Alpha channel (image editor).  When loaded as a Standard Material with Brightness set (prior v5) the extra data is used for creating specular highlights.

Information on including specular maps:
1. Specularity Maps TIP with Lumion
2. My fourth try with the trial (interior)