Noise distortion / bulge map

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OnoSendai
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Re: Noise distortion / bulge map

Post by OnoSendai » Thu Mar 03, 2011 9:48 am

Hi FakeShamus,
Until recently, 32 bit EXRs were converted internally into 16 bit EXRs, which may cause the banding you're seeing there.

Stromberg
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Re: Noise distortion / bulge map

Post by Stromberg » Thu Mar 03, 2011 9:50 am

Ah, that might explain it, but why does indigo do that?
I mean if we load a 32 bit map, it's because we want to use on right ;)

FakeShamus
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Re: Noise distortion / bulge map

Post by FakeShamus » Thu Mar 03, 2011 9:57 am

Ah, yeah, ok.
there was also some mention in the past that 16-bit files were converted to 8-bit internally, is that still the case? I'll have to try some mountains again with a newer version. thanks, Ono.

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OnoSendai
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Re: Noise distortion / bulge map

Post by OnoSendai » Thu Mar 03, 2011 10:01 am

16 bit per channel PNGs and TIFs are converted to 8 bits on loading.

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OnoSendai
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Re: Noise distortion / bulge map

Post by OnoSendai » Wed Mar 09, 2011 6:18 am

Hi All,
I did some tests on a possible solution to this stepping issue, by changing the bump map format internally from 8 bit to 32 bit floating point, and then blurring the image, and it seems to work pretty well.
This fix should make it into the next Indigo version.

Cheers,
nik

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galinette
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Re: Noise distortion / bulge map

Post by galinette » Wed Mar 09, 2011 9:15 am

Hi Ono,

Converting to 32 bit and then blurring slightly (saved under EXR format) is actually what I use for bump maps generated from 2D profilometer data and it works quite well. I'll show you some embossed glass material results soon.

However, doing this internally may be a problem as the blurring will sometimes erase small features of the bump map. Moreover, it will increase memory consumption. This should be an optional feature.

There is a possible trick implying no conversion to 32 bits which I used a long time ago for extracting normal map from a 8bit heightmap.
The trick consists in detecting cases where neighbor texels have the same exact height value. Then, you scan further along the axis, until you get a different value, and this in both directions. Then you just compute the slope as usual. This may be slower, though.

Etienne
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OnoSendai
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Re: Noise distortion / bulge map

Post by OnoSendai » Wed Mar 09, 2011 10:49 am

Hi Etienne,
The smoothing/blurring of the bump map will definitely be optional.

I also have considered modifying the sampling routine as you mentioned but I think it will generally be more efficient to pre-filter the bump map.

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OnoSendai
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Re: Noise distortion / bulge map

Post by OnoSendai » Fri Mar 11, 2011 10:00 am

Here are some results with the new code:
There is now a 'smooth' toggle for the texture that if enabled, will do the conversion to 32 bit and smoothing.
This will be available in the next Indigo release.
Attachments
bulge_map_test.jpg
bulge_map_test_with_smooth.jpg

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dcm
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Re: Noise distortion / bulge map

Post by dcm » Fri Mar 11, 2011 10:28 am

thank you master :shock:

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dakiru
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Re: Noise distortion / bulge map

Post by dakiru » Fri Mar 11, 2011 11:10 am

OnoSendai wrote:Here are some results with the new code:
There is now a 'smooth' toggle for the texture that if enabled, will do the conversion to 32 bit and smoothing.
This will be available in the next Indigo release.
This is great, thank you! 8)

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ENSLAVER
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Re: Noise distortion / bulge map

Post by ENSLAVER » Fri Mar 11, 2011 12:29 pm

Awesome.

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zeitmeister
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Re: Noise distortion / bulge map

Post by zeitmeister » Wed Mar 16, 2011 8:56 pm

Fantastic, Ono!
Cheers, David



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