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Time for normal support

Posted: Thu Apr 19, 2012 8:34 am
by dcm

Re: Time for normal support

Posted: Thu Apr 19, 2012 8:39 am
by OnoSendai
Normal map support?
We will definitely have a look at it after the 3.2 release.

Re: Time for normal support

Posted: Thu Apr 19, 2012 11:42 am
by Zom-B
Normal Maps: one of my "Top 5 Features I like to see in Indigo"

Please make us happy Ono :lol:

Re: Time for normal support

Posted: Thu Apr 19, 2012 12:23 pm
by StompinTom
As long as orthographic rendering and camera clipping gets in there too ;)

Re: Time for normal support

Posted: Thu Apr 19, 2012 2:12 pm
by CTZn
And freeform fisheyes.. erm yes something like that !

Re: Time for normal support

Posted: Thu Apr 19, 2012 9:11 pm
by OnoSendai
orthographic rendering, clip planes, and normal mapping support are all on the 'immediate post-3.2 todo list'.

Re: Time for normal support

Posted: Thu Apr 19, 2012 9:14 pm
by dcm
hide-able emmiters too ?

Re: Time for normal support

Posted: Thu Apr 19, 2012 10:12 pm
by Zom-B
I learned to work around missing clip planes and Ortho-Cam (Move cam way back and zoooooom back in!),
also not option to hide emitters emitters is something I live with and learned to do so...

But normal maps should bring a bit more quality to my work, and that is what I am looking for :)

Re: Time for normal support

Posted: Thu Apr 19, 2012 10:20 pm
by OnoSendai
Quality wise, I don't think there is a fundamental improvement of normal maps over bump maps.

Re: Time for normal support

Posted: Thu Apr 19, 2012 10:25 pm
by dcm
OnoSendai wrote:Quality wise, I don't think there is a fundamental improvement of normal maps over bump maps.
you are wrong, master

Re: Time for normal support

Posted: Thu Apr 19, 2012 10:28 pm
by OnoSendai
dcm wrote:
OnoSendai wrote:Quality wise, I don't think there is a fundamental improvement of normal maps over bump maps.
you are wrong, master
Oh? Please elaborate.

Re: Time for normal support

Posted: Thu Apr 19, 2012 10:36 pm
by Zom-B
"fundamental" is a hard word here, but referring our experience with other render engines NMs tend to create way better illusion of depth, also well suited for animations since bump maps only have inner2outer changes of the normals, while NMs have here also a "angle" they define!

Re: Time for normal support

Posted: Thu Apr 19, 2012 11:18 pm
by galinette
OnoSendai wrote:Quality wise, I don't think there is a fundamental improvement of normal maps over bump maps.
Theoritically, yes

Practically, and especially when working with shaders, writing normal maps is much easier, this means much more powerful.

Example : I want to give every window in a building a random tilt angle.
In normal map syntax, this means a shader with uniform value over each window. Very simple
In bump map syntax, you need to define a gradient, which means you need to cope over a coordinate system (world xyz or uv). xyz will give you orientation headaches, uv will set scaling issues (the tilt amount will depend on uv scaling), and finally, I gave up finding a universal and clean solution.

On the other hand, normal mapping and having access to an instance/model ID in ISL (another long time request, for randomizing between instances) would have allowed solving this in a beautiful way with a few lines of code, and this could be applied to a standard glass building material reproducing façade imperfections (tilt, tempering wavelets and thermal deformation)

Also, bump maps/shaders suffer from numerical errors liked to numerical derivation: stepping with bump maps(partially solved with smoothening) and arctifacting with high frequency features (which means you cannot define very small roughness for faking a kind of microfacet model) which is more a problem with shaders for making things like velvet

Etienne

Re: Time for normal support

Posted: Thu Apr 19, 2012 11:24 pm
by SaphireS
Isn't it basically just a "one vs. three channels" precision issue? (eg 1 b/w-channel vs. 3 rgb-channels storing information, assuming same bit-depth)

Re: Time for normal support

Posted: Thu Apr 19, 2012 11:29 pm
by OnoSendai
Etienne:
I guess you will be wanting to write normal map shaders then? :)