blender modeling/bumpmap Q?!
blender modeling/bumpmap Q?!
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 :
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:
lol flame me if needs be
mat
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 :
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:
lol flame me if needs be
mat
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(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.
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.
a shiny monkey is a happy monkey
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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?
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?
@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
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
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