Bump Mapping demo & source
Blitz3D Forums/Blitz3D Userlibs/Bump Mapping demo & source
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| http://www.tomspeed.com/bumpy_text_demo.zip This is definately more of an emboss effect. The DX7 SDK demo seems to planar project a texture for the environment (but then again you can't move around in that bump-earth demo', here I'm using a cubemap. Not sure on how to get just a specular effect with this (less or no reflection) From now on I'll try not to remove or change stuff in the DLL. |
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| Woof, woof |
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| works fine now tom ATI 9100 64 MB / Win98se |
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| Thanks again Tom :) but, just to know it, what's the minimun card for this? I get both RuntimeErrors for a GForce2-32mb, altough Blitz3D normals maps and cubemapping are working, so I think this is a different type of bumpmapping which might be not supported, isn't it? ... and just in case, your other demo (the mirror demo) is working perfectly ... Paolo. |
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| unfortunalty Geforce2 cards didnt support EMBM , any radeon class will. for Nvidia a geforce3 or better. Sam |
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| Cool, thanks! |
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| To get a smooth not reflective specular bumpmap, you need to use a smooth light gradient, I think the earthbump demo uses a Sphere map. I looked at the setup in the kyro2 Embm demo lumScale#=1.0 lumOffset#=0.0 m00#=0.5:m10#=0.0 m01#=0.0:m11#=0.5 Thanks Tom :) Sam |
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| hey cool:) thx a lot! i will try to make an open source water engine by now! edit: can you convert this to a bumpmap please: |
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| You can just use a normal Map Devils child, I dont know why but they seem to work quite well and artifact less than a greyscale heightmap. @ Tom , Can you try this. Use a sphere map for the Env map and see how it looks. Then dissable texture stage 0 and run it again? does its projection change,,(seem to on here) Do we have to tell b3d to Clamp the spheremap now? Sam |
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| i want to convert this water animated texture into a bump map, but i don't know how to do it. photoshop cs doesnt seem to do this. |
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| only problem might be in converting a animated Texture to a bump or normal map is that it might get a border on the tile edges. Ill give it a try tho :) Sam |
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| is no problem... please send it to devils.child@.... thx :) |
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| I found it most exciting. Still, I have a new task for you: On your site you have your free models (which I found a long time ago) - Ork, Wizard, Elf and Skeleton. I suggest you make more of these and sell them. Next week is fine by me - I don't mind if you prioritise this over the DX stuff - frankly, it would suit my needs. |
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| sent, hopefully there wont be any seams in it Sam |
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| thank you, i'll begin now with the water effect :) |
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| Do we have to tell b3d to Clamp the spheremap now? Yeh this is the problem as I see it, it's not that you need to clamp it, it's that we need to offset the cameras projection matrix to the texture is projected from the lights view, right? I have some code I'm using for shadow maps in which I do just this, I'll try and see if it works well here. Otherwise, you'd need to render a cubemap every time you moved a light (I think?) |
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this is what i got yet(within one hour):![]() as soon as it is ready it will be free and open source |
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| Looks pretty good Devils Child, If you remove the 256 flag when loading the Textures Blitz will try to mipmap the bump texture...it cause some artifacts but performance increases and theres less pixel swim. @Tom Yeah the EMBM demo's ive seen that have a moving light use projected textures. Stbmicro/powerVR seems to have removed all the Dx7 sdk demo's from thier site. That had some good embm stuff. also Is it possible to do projected Cubemaps in Dx7? (like in unreal 2k3) Sam |
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| Looking good Devil, is that using the animated bumpmap from above? Zmatrix: You can project a texture using my DLL and a little code trickery, I'll post a demo of that shortly. The only problem I can see is that there's no culling of the projected textures (they project right through the mesh) |
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| yes, thx! it is the using the bump map of the water texture above^^ |
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| Hows it coming along Devil? I would have thought there would be more interest in Embm, atleast for water and metal effects. Tom , what if I used your RTT functions did 3 render passes? ambient textured/ bumpmap textures, lighting with no textures. and then used the textures on a quad/ like the fullscreen effets demo. The third texture should work as a lightmap for the bumpmaps. Ill try it later, the problem I forsee is the bump offset will remain constant, distant object may apear as 2 one of them ghosted. but in theory it should be a way to use 8 vertex lights with Embm Sam |
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| "no hardware support" I'm using Intel Extreme on board video on my laptop. I suppose it could be disabled for PCs like this though. |
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| Nice !! i hope that the water don't bug with object alpha like trees etc :) |
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| i have got problems with my uploading, so you have to replace these images with any others... or zmatrix could maybee upload the water animated bump textures?? |
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| I dont have anywhere to host it, but if someone does/or needs it, I can email it to them :) Sam |
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| ok, problems with upload solved, here it is: http://xware.chat-blitz.de/scripts/upload/ENBM Water.zip i am not going to make it flexible, may i implemet this into the devilshadowsystem... |
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| Try this instead... http://xware.chat-blitz.de/scripts/upload/ENBM%20Water.zip |
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| i get "No Hardware support for Luminance Bump Mapping!" on my ati radeon ve/win98se/dx8.1 |
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| try to disable the "runtimeerror" command at this line. if it works, its ok, otherwise install windows XP. |
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| Disregard...I got it working. It was conflicting with the dx7sshad.decls I got from a demo awhile back. |
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| Tom, the mirror effect looks great! But...how about just plain old bump mapping. I'm having some problems getting it to work. |
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| i had the same problem. my cubemap has been offsetted by the power of ENBM. the solution to this problem is, to play with the values to the command setenbminfo().. use negative values. if you still don't know check out my shadow system where you willl find the command |
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| Maybe this is a dumb question (but I'll ask it anyway) - this bumpmapping effect affects all "layer 1" textures, right? Is there any way to limit the effect to just one or more entities? I'm using multi-texture entities and I'd like to use the effect on some, but not on some others. Any help would be appreciated. |
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| so am i. i would also like to push the ENBM texture to the last layer(7). this would make it even more flexible... |
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| Hi all, Where could we download the zip file? Thanks in advance. |
