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Bump Fun
Posted: Mon Jun 27, 2005 2:56 am
by Micha
Hi,
today I have tested the bump option. I think it could be a little bit more, but I'm happy to see the bump with GI. This was not possible in AIR.
and a detail

Posted: Mon Jun 27, 2005 3:22 am
by Thomas An.
Hi Micha,
That bump looks nice

... good texture you have !
One thing to note is that Maxwell doesn't have true displacement yet (although the bump looks very good).
From what I've heard, true-displacement is on the works.
Posted: Mon Jun 27, 2005 8:25 am
by Micha
Thomas,
Thank you, now I have tested the diffuse with factor 1000 and I get much more bump (and the ground catch much more light from the low sun). The plastic dosn't allow to use the full range, 100 is not 100%. Good to know.
I'm very curious on the real displacement. I can not imagine, how it will work, because the whole fine polygonmesh must stay in the memory. In Renderman it is only a bucket. I have thought, it is inpossible. Could be great for my ground texture (is a place here in the near of my town on the River).
full bump factor 1000

Posted: Mon Jun 27, 2005 8:26 am
by Siegfried Kircheis
How'd you map the man ? It maps so nice !

Posted: Mon Jun 27, 2005 9:25 am
by Micha
The man is a free model from
www.lowpolygon3d.com.
Posted: Mon Jun 27, 2005 9:51 am
by Siegfried Kircheis
The downloaded file is in Max format with bitmaps, but how to convert the UVW from Max into Rhino ?
Posted: Mon Jun 27, 2005 10:16 am
by Micha
The man is a polgonmesh and if I apply the separate texture in the diffuse material again, than it match. Very simple, no extra work.
Posted: Tue Jun 28, 2005 2:57 am
by Siegfried Kircheis
It seems that the UVW is being set in advance, but how to check certain model in rhino ti make sure I map correctly ?
Posted: Tue Jun 28, 2005 9:48 am
by Micha
Siegfried Kircheis wrote:It seems that the UVW is being set in advance, but how to check certain model in rhino ti make sure I map correctly ?
I'm not sure, what you mean. In the case of the man model it was very simple. If you apply the texture to the polgonmesh, than it match.
Posted: Wed Jun 29, 2005 1:16 pm
by Fernando Tella
It has been made by unwrap UVW map by the lowpolygon3d guys, i think. No need to put a UVW map.
Just import the mesh, get the material of the selected object, change it by a maxwell diffuse an assign the same map in it. Done. (Well, this applies to 3dsmax which is the one I use).
Posted: Wed Jun 29, 2005 1:39 pm
by Micha
It was realy simple here: I import the lowpolgon mesh and assign the texture. I think, this 3D people are realy good professional products.

Posted: Wed Jun 29, 2005 2:03 pm
by Fernando Tella
They are good, but I prefer this models:
http://www.axyz-design.com/
Lower polygon count and better look IMO.