Canon 5D Mk II - Maya to Indigo

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dcm
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Re: Canon 5D Mk II - Maya to Indigo

Post by dcm » Fri Dec 17, 2010 1:09 am

zeitmeister wrote:... and remember to use 16bit bump maps...
and 32 for "bulge" maps for glass and very reflective materials

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zeitmeister
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Re: Canon 5D Mk II - Maya to Indigo

Post by zeitmeister » Fri Dec 17, 2010 10:25 pm

Yes!
Cheers, David



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Pibuz
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Re: Canon 5D Mk II - Maya to Indigo

Post by Pibuz » Fri Dec 17, 2010 11:01 pm

zeitmeister wrote:... and remember to use 16bit bump maps...
Ehi guys: I'm starting to learn something new here!
Could one of you pros explain a little further this issue of 8,16 and 32 bits bump maps?

Could be useful to do a tut about this: I will do, if I undestand correctly 8)

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CTZn
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Re: Canon 5D Mk II - Maya to Indigo

Post by CTZn » Sat Dec 18, 2010 2:34 am

@ Lemo: Can it be overlapping UVs ? Seems to me that redoing UVs fixed the gripL shape in instanceBug.

To all non MtI users: Are overlapping UVs and/or exposed map borders an issue when using bump mapping in Indigo ? I'm a bit lost as to where the issue might be really. Thanks.

- - - -

Okay Pibuz, you want a MOTD right ? (mess of the day) Let's jump with me !

A grayscale map is an image with a single component. The bit depth of that component tells us how many steps can be encoded between its minimum value and its maximum value. If the bit depth is low, or the contrast of the texture very low too, this may result in a stepped effect where a smooth transition was expected instead.

Using an higher image depth is turning steps much smaller, and the result looks smoother as expected.

Btw: a one bit map is a map wich says black or white, no more (2 values).

For decades 8bits components textures are the vast majority because the way they convoy color is satisfying for the eye. They become limited when they are used for height data. 2x2x2x2x2x2x2x2 = 256 steps from black to white, not much.

16 bits components are more comfortable: 2x2x2x2x2x2x2x2x2x2x2x2x2x2x2x2 = 65 536 steps.

Okay, the next number is 16 777 216 steps iirc (32 bits channel).

Hell, all in one I'm confused between components and images depths. RGBA would be 4x32bits right ? Let's ask someone else :lol:
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Re: Canon 5D Mk II - Maya to Indigo

Post by Lemo » Sat Dec 18, 2010 3:30 am

Very interesting stuff guys, thx :)

CTZn I'll answer your pm

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Re: Canon 5D Mk II - Maya to Indigo

Post by Silmä » Sat Dec 18, 2010 6:38 am

CTZn wrote:@ Lemo: Can it be overlapping UVs ? Seems to me that redoing UVs fixed the gripL shape in instanceBug.

To all non MtI users: Are overlapping UVs and/or exposed map borders an issue when using bump mapping in Indigo ? I'm a bit lost as to where the issue might be really. Thanks.

- - - -

Okay Pibuz, you want a MOTD right ? (mess of the day) Let's jump with me !

A grayscale map is an image with a single component. The bit depth of that component tells us how many steps can be encoded between its minimum value and its maximum value. If the bit depth is low, or the contrast of the texture very low too, this may result in a stepped effect where a smooth transition was expected instead.

Using an higher image depth is turning steps much smaller, and the result looks smoother as expected.

Btw: a one bit map is a map wich says black or white, no more (2 values).

For decades 8bits components textures are the vast majority because the way they convoy color is satisfying for the eye. They become limited when they are used for height data. 2x2x2x2x2x2x2x2 = 256 steps from black to white, not much.

16 bits components are more comfortable: 2x2x2x2x2x2x2x2x2x2x2x2x2x2x2x2 = 65 536 steps.

Okay, the next number is 16 777 216 steps iirc (32 bits channel).

Hell, all in one I'm confused between components and images depths. RGBA would be 4x32bits right ? Let's ask someone else :lol:
It seems to me that using map with more than 16 bit depth is overkill, unless you're using absurdly huge maps... The difference between adjacent pixels is all that matters, and you'll more probably run out of pixels than shades of gray.

The confusion with RGBA images comes from the fact that sometimes people call 8 bit RGBA images 32 bit images, while actually it's 4x8bits. 32 bit RGBA image has 128 bits of information per pixel.

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Re: Canon 5D Mk II - Maya to Indigo

Post by StompinTom » Sat Dec 18, 2010 7:09 am

I'd sooner hope for the option to interpolate pixel values in an 8-bit image than having to convert all my 8-bit bump maps to 16-bit... Just one less thing to think about. I thought Indigo already had some sort of texture interpolation, but I suppose not...

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Re: Canon 5D Mk II - Maya to Indigo

Post by CTZn » Sat Dec 18, 2010 9:23 pm

Thanks for the clarifications Silma !

I don't know for sure StompinTom, but I suppose not, as well.

End of UVs panic: a view-dependent subdivision of width 14px was used, as it is the default Maya value. A very coarse setting, messing with the resulting UVs in Indigo 2.6.1.

I'm waiting for Lemo's confirmation but am pretty optimistic ! edit: confirmed :D
Last edited by CTZn on Sun Dec 19, 2010 7:27 am, edited 1 time in total.
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dcm
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Re: Canon 5D Mk II - Maya to Indigo

Post by dcm » Sun Dec 19, 2010 6:43 am


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Re: Canon 5D Mk II - Maya to Indigo

Post by Lemo » Tue Feb 08, 2011 1:51 pm

Some new stuff
I'll probably come back to that later with better subdivs and bump
Right now I just feel like trying more archviz with MtI :)
Attachments
5Dstudio.jpg
Last edited by Lemo on Thu Feb 10, 2011 8:07 am, edited 1 time in total.

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CTZn
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Re: Canon 5D Mk II - Maya to Indigo

Post by CTZn » Thu Feb 10, 2011 3:30 am

Lemo wrote:Some new stuff
I'll probably come back to that later with better subdivs and bump
Right now I just feel like trying more archviz with MtI :)
Cool Lemo. "Patience is..." ... oh, I forgot ;|

Do not rely on instanced groups tho, that's an OBJ-stopper. You can group instances...
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Re: Canon 5D Mk II - Maya to Indigo

Post by Lemo » Sun Feb 13, 2011 1:19 pm

Some additionnal experiment thanks to the Ranch
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exploBottom.jpg
exploRight.jpg
exploLeft.jpg

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Re: Canon 5D Mk II - Maya to Indigo

Post by matsta » Tue Feb 15, 2011 8:42 am

Wow, those last renders are spectacular. A really great level of detail in that model. Only one small and unimportant crit and that is that, technically, there is a solid metal chassis under the rubber and plastic molding. That crit only really has any application in this render. Besides that useless niggle, great work! Been watching this progress nicely :)

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dakiru
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Re: Canon 5D Mk II - Maya to Indigo

Post by dakiru » Tue Feb 15, 2011 8:51 am

Super! :shock: It makes me inspect every detail :)

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Re: Canon 5D Mk II - Maya to Indigo

Post by Doug Armand » Tue Feb 15, 2011 8:16 pm

Agree with others - very impressive modelling and texturing. Excellent
Doug

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