![normal map crazy bump cinema 4d normal map crazy bump cinema 4d](http://wiki.polycount.com/w/images/c/c2/Nrmlmap_blending_methods_RTTNormalMapFX.png)
Therefore, these values should not be compromised for the sake of optimization. They need to be set to specific values to get the exact look of the displaced model you want. Using the VRayDisplacementMod modifier provides more flexibility in setting up displacement features and managing resources necessary for rendering.ĭisplacement features settings – These influence render times and RAM used by the scene. The downside of this method is that it can create very heavy meshes that require a lot of RAM to process.
![normal map crazy bump cinema 4d normal map crazy bump cinema 4d](https://www.videocopilot.net/assets/public/ckfinder/userfiles/images/texturing_and_materials/normal-bump-creation.jpg)
![normal map crazy bump cinema 4d normal map crazy bump cinema 4d](https://motionsquared.net/wp-content/uploads/2019/01/cinema-4d-fabric-materials-pack_013.jpg)
It does so by dividing the model’s polygons into a much denser mesh during the rendering process, which is either elevated or depressed on an up/down axis based on your chosen texture. It’s thus mostly used in computer games to add detail to models while keeping a low polycount.Ĭontrary to those methods, displacement mapping creates real 3D geometry it casts real shadows and looks realistic from every angle. Like bump mapping though, the effect is purely based on rendering it doesn’t add real detail to the geometry. It does the same job as bump mapping, except the details are created based on an RGB color map that encodes the angles of the surface. There are cases where it doesn’t look all that convincing.Īnother method is the normal map (normal bump). You wouldn’t, for example, see changes to the contour of the object. It does the job for small, finer details, and only in some angles. Instead, it creates an illusion of 3D, “faking” it during the render process by having light bounce off simulated features that are not actually there. However, bump mapping doesn’t create a real 3D structure. By taking the placement of light on the model into consideration, it imitates a sculptural relief on the surface, portraying shadows and highlights to simulate texture and depth. Given this all-important feature in real surfaces, 3D applications quickly incorporated tools in their material editors necessary to generate such an effect. It’s this essential trait in materials that make them look interesting and real. Each surface contains a 3D structure through which, slick or rough, we perceive texture by how light bounces off its bumps and scratches. Then simply click on BAKE and wait a little ^_^your result is in the UV editor and you can save it.It’s not only color or reflection the 3D surface of the material also needs to be reproduced for a realistic look.įirst, let’s have a look at how displacement works as opposed to bump and normal mapping. Go to the usual lightmap bake options and choose what i chose here: Select the high poly mesh and AFTER that the low poly one ( order is IMPORTANT!!!). Paint over the whole mesh, till the unwanted details are gone (also do it in side view). Hide the Low poly mesh, select the high poly one and go to sculp mode, use the settings i used below:
![normal map crazy bump cinema 4d normal map crazy bump cinema 4d](https://lyokosite.files.wordpress.com/2015/12/crazybumps.jpg)
That's why we'll use Sculp mode to fix that. Details stand out, even details you don't want to be there (those unwanted details would also be on the normal map wich looks stupid).
#Normal map crazy bump cinema 4d Pc#
I recommend to subdivide twice (might slow your Pc down, so maybe move all other meshes to a other layer first) since the difference between both is higher then and the output looks better.ģ. If you'd just try to bake normals with two same meshes it will come out purple only without anything else on it, because there's no difference. We have to subdivide because the normal maps will be filled with the difference (read it's called tangent space, tangent normals are the ones every model around here uses). Select everything and press W,4 (or just W and select what i selected in the pic below) You have to smooth-Subdivide it (Kamil knows what i mean xD). Select one of the Meshes and go to edit mode. You duplicate a mesh with Shift+D and simply click again so it stays at the exact same position as the other mesh:Ģ. (I recommend to do it one by one even if you want to create normals for all of them) Load a model into Blender and duplicate the part you want to create normal maps for. Just keep this thread clean from anything not related to this.ġ. Not to Zbrush, 3ds Max, Maya, Cinema 4D or wth. This is related to Blender and Normal maps. Please no links to any other über high technical tutorials here that aren't related to XNALara. It might not be the best method but however. Long time no tutorial from me xD Figured this out myself today^^