texture tutorial...

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Hi,
Thanks for the tutorial:). Do you no what the black and whight images are, or how to apply them in c3d. This is very basic but whats a bump map?

Thanks,
Greg
 
Hi,
Thanks for the tutorial:). Do you no what the black and whight images are, or how to apply them in c3d. This is very basic but whats a bump map?

Thanks,
Greg

Dear Greg

Basically a bump map is a black and white version of the texture map you use to give the texture relief, in most cases you only need to use the same texture map as the bump map see crude example here.

regards

Luke
 

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Hi,
So it makes the surface rough? Do you have to use the dissplacement modifer? Thanks for your help:).

Greg
 
Bump maps make surfaces *look* rough without changing their geometry.

Displacement maps actually change the surface geometry (assuming the object has enough polygons). In high end renders (e.g. renderman) the renderer creates geometry at render time (so even if your object is very simple, renderman will generate huge amount of geometry on-the-fly).

In general you should use only one or the other, or use bump maps for extra surface detail on top of displacement maps.

E.g. you could use displacement maps to build out the geometry of a big tire, and then bump maps to produce a rough "rubber" quality on top of that.
 
I believe layers will be possible in v5, due "this Summer" ;-)

Just a suggestion... as a longtime EIAS user (since 2.X days, this is the application that Cristobal is using in the tut) on the hunt for a new 3D package, I would say that the layer construct is very flawed and really was (is) the achilles heel of EIAS.

Better to adopt a (graphical) node based texturing system where nodes (fixed (bitmap) and calculated (shader)) can be inserted (placed) and connected freely to each other and to "output" nodes that drive the various material properties (ie Diffuse, Specular, Ambient, Geometry (bump & displace) Reflection (color and value), Transparency, Transmission (color and value), Luminance and Glow... whew!)

While a layer system is initially simple and intuitive (just pass up via modes like pshop) it requires all kinds of patches and tricks to jump around layers and to drive parameters in shaders further down in the layer list (AKA "reactive" ) and to patch values from one property to another. To make it really useful and flexible it become a semi threaded mess.
A node based system starts out a little more complex (a node chart required for each texture object) but is reasonable to do highly complex (and realistic) textures that are a combinations of of bit mapped and calculated (shader based) textures.
 
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