blender modeling/bumpmap Q?!

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matsta
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blender modeling/bumpmap Q?!

Post by matsta » Mon Feb 26, 2007 7:04 am

tsup guys

u guys are the pinnacle of "I can help" and i know that i do, on many occasions, ask some pretty noob questions, but here goes. I'm constructing a scene similar to this 1 : Image

now my question is, using blendigo, indigo 0.7t5 and blender (latest) what is the easiest way to make walls similar to those. not to sure how to use bumpmaps can anyone please give me a hand, also i would like to know how on earth these cylinders were applyed to the mesh:

Image

lol flame me if needs be ;)
mat

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Kram1032
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Post by Kram1032 » Mon Feb 26, 2007 7:08 am

The first one is a photo, right?
If not: :shock: :shock: :shock:

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matsta
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Post by matsta » Mon Feb 26, 2007 7:21 am

lol rofl yeah... soz shoulda said that XD.

hehe

ps renderer with "TO MUCH LIKE REAL LIFE v.104"

lol

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Kram1032
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Post by Kram1032 » Mon Feb 26, 2007 7:23 am

xD Link plz! xD
What's the rendertime? xD
(about 0.01 sec ;))

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matsta
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Post by matsta » Mon Feb 26, 2007 7:35 am

lol would post the mesh if it existed :P

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Post by StompinTom » Mon Feb 26, 2007 12:16 pm

Image
(sorry its so big, did it up real fast in photoshop)
throw something like this into your bump map slot.
otherwise, you could create a grid and extrude each face separately and scale each face down a tiny bit. itd be a lot easier/faster with a bump map though.
as for the cylinders, thats a dupliverted object in Blender (cylinder is parented to the form and the dupliverts (or duplifaces in this case?) is activated on the form.

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oodmb
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Post by oodmb » Mon Feb 26, 2007 12:41 pm

while i am not completely sure, i am pretty sure that that second image was modeled in cinema 4d (renderosity gallery) using the mograph thingy. in blender, i think the easiest way to do this would be to use a base mesh, then apply it as parent to a cylinder, and turn on dupliverts or duplifaces. then apply dupliverts or modifiers as real. a while back i tried to do this and then make each into its own seperate mesh (never was able to). as for the walls, i have no idea how to use bump maps in indigo or any external renderer other than kerkythea and sunflow.
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kepler
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Post by kepler » Tue Feb 27, 2007 4:24 am

Use displacement instead of a bump map!

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Post by StompinTom » Tue Feb 27, 2007 10:05 pm

displacement would be "more real" in the sense that it actually deforms geometry, but Indigo doesnt support displacement mapping yet and the polycount would be insane if the displacement was baked onto the object. i mean, it saves a lot of time if you can get away with simple bumpmapping but use whatever works for what youre trying to do.

i read somewhere about micropolygon displacement or subpixel displacement which occurs during rendertime in some Renderman renderers but apparently its not possible with MLT? is that right or is there a way of getting actual subpixel displacement during rendering in a renderer like this?

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OnoSendai
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Post by OnoSendai » Tue Feb 27, 2007 10:08 pm

It's definitely possible in an unbiased render.
Would be kinda tricky tho, would need lots of caching, and you would probably want to do some kind of view-dependent tessellation.

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matsta
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Post by matsta » Fri Mar 02, 2007 6:04 am

lol ono ill pretend i know what that means ;)

lol

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Kram1032
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Post by Kram1032 » Fri Mar 02, 2007 6:20 am

@masta:
micropolys are kind of a mesh, that's produced during a render, based on a texture!
They are called mcro, 'cause one poly is maximally as big as one pixel!
If you sum up, you get a polycount of at least ( just for easyness one single quadplane, which uses 100*100 Pixels Space) 10000 Polys for a flat area, which would mean a completely flat texture... any unplaneness would give even more polys!
-> huge meshes -> a load of RAM + CPU!!!
-> older computers nearly explode, newer ones are as fast as older ones before, renderfarms are as fast as single newer ones......

I have an older computer but as it's an option, which you could turn on and off, and I hope to get a newer computer (@ an other space, in an other life xD), I'd like to see this feature anyway :D

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5OnIt
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Post by 5OnIt » Sun Mar 04, 2007 2:29 pm

I'm guessing here... 2nd image was most likely done with Dupliverts. But that's just my best guess.

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joegiampaoli
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Post by joegiampaoli » Wed Mar 07, 2007 6:33 pm

I think it was done with TopMod (Toplogical Mesh Modeling)
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CTZn
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Post by CTZn » Wed Mar 07, 2007 6:41 pm

Talking about the big white shape ? I remember I read a post of the author where he was saying that was blender, using greebler (or something alike, I don't use blender yet).

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