1) Someone mentioned above that it takes a normal map, does it absolutely need a normal map to work? I don't have a lot of experience yet generating those.
2) How powerful of a computer do you need for this to operate efficiently?
It does not require a normal map. You can also use a curvature map. It works just as well.
I will have to get back to you about the exact computer requirements!
I'll be damned if I have to sit another day infront of my PC, with Photoshops almost archaic tools, as I have to manage 10 different layers for one Group, with mutiple export/import in a shader/engine when this tool is doing all of that with sliders in one small box.
Well said mate, completely agree. Like someone already said, crap textures will always be crap, its about knowing how to get the most out of it.
I don´t know... I must be doing something wrong.
You all post your cool first test with efault or almost default settings and I just can´t get it right!
I load my normal map, AO, maybe Cav and a colour map to separate the materials. But I always get one flat map that does not look good and does not has separate materials at all.
I bet I´m missing one important point ^^
How can I setup different materials, for example one for the bluish parts, one for the dark etc.?
I don´t know... I must be doing something wrong.
You all post your cool first test with efault or almost default settings and I just can´t get it right!
I load my normal map, AO, maybe Cav and a colour map to separate the materials. But I always get one flat map that does not look good and does not has separate materials at all.
-snip-
I bet I´m missing one important point ^^
How can I setup different materials, for example one for the bluish parts, one for the dark etc.?
Click on each different color on the top left box to select those areas. From there you can change the material under the Quick-Reflectance.
Pick a color and then go Load Preset or Add Material Detail if you want to add individual layers.
Finally got to give it a quick try, I overdid dirt a bit and rendered normal out wrong, but I'm really liking it so far.
One huge advantage I can see is that, done early enough in preproduction, you can more or less ensure consistent material definition of the assets being produced. Since you can create custom presets for materials (spec, gloss, diffuse color), you can basically have all your assets start out with spec and gloss settings that have been tested to look "correct" for your engine/game, which can then be tweaked and painted.
This tool really generates amazing results... it's amazing.
I'm waiting to find ways to use it in a non-realistic environment. So far it seems it generates very realistic detail, but I can't control that. Or can I?
Is there a way to have the some of the effects alter the normal map? For instance, say I want to apply paint chippings or rock chippings to something, is there some way to make these have grooves in the normal map?
Is there a way to have the some of the effects alter the normal map? For instance, say I want to apply paint chippings or rock chippings to something, is there some way to make these have grooves in the normal map?
You have the option of exporting a height map. You can use the nvidia filter on it, kill the blue channel overlay it on to your original normal map and BOOM!
We just launched a dDo Mini-Contest!
It's all about customization and creating awesome art, while having the chance of winning full Commercial and Freelancer licenses for dDo.
Is there a way to have the some of the effects alter the normal map? For instance, say I want to apply paint chippings or rock chippings to something, is there some way to make these have grooves in the normal map?
Remember to let dDo make a height map for you, then that get's applied to the normal map and boom!
We just launched a dDo Mini-Contest!
It's all about customization and creating awesome art, while having the chance of winning commercial and freelance licenses for dDo.
You have the option of exporting a height map. You can use the nvidia filter on it, kill the blue channel overlay it on to your original normal map and BOOM!
Just to clear this up: the height maps created with dDo will automatically bump the normal! No need for nVidia filtering Just make sure height is checked when setting up the project, and you'll be able to control the bumpiness of each detail using the H slider (opacity) and swatch (bump color).
i thought i could test ddo this weekend, but apparently alternate thought that my mainboard, which i sent them as broken piece of garbage,is going to work just fine and now i have to send it back to them, explaining that "hey guys, my mainboard is broken" really means that it is broken...
/rant
what i wanted to ask, how are seams handled in ddo ? do you have to paint them out by hand ?
Is there a way to edit material masks similar to the "sculpt" button in nDo2? I've run into an issue with feeding dDo a color map, it doesn't want to pick up all the areas of a given material, but if I manually edit it for the diffuse texture it wont auto update the spec or gloss.
It does not require a normal map. You can also use a curvature map. It works just as well.
I will have to get back to you about the exact computer requirements!
Since I don't use normal maps at work. I'd like to try testing dDo with curvature maps. I tried the Maya script posted in the wiki, but I can't get it to work with Maya 2012. I'd really appreciate it If anyone can give me some tips on how to create curvature maps in Maya or perhaps Zbrush. http://wiki.polycount.com/CurvatureMap
Also is there some quick way to batch many textures automatically or do I need to manually do that using the Project Box?
Since I don't use normal maps at work. I'd like to try testing dDo with curvature maps. I tried the Maya script posted in the wiki, but I can't get it to work with Maya 2012. I'd really appreciate it If anyone can give me some tips on how to create curvature maps in Maya or perhaps Zbrush. http://wiki.polycount.com/CurvatureMap
Also is there some quick way to batch many textures automatically or do I need to manually do that using the Project Box?
It is possible to bake curvature maps in XNormal. You can find it a bit down in the map type list there.
Just to clear this up: the height maps created with dDo will automatically bump the normal! No need for nVidia filtering Just make sure height is checked when setting up the project, and you'll be able to control the bumpiness of each detail using the H slider (opacity) and swatch (bump color).
But will that output to the normal map so you can take it into UDK or some other program? Everytime i export all maps in dDO my normal stays the same.
Cool I'll try xNormal.
Regarding the project box in the automation hub whenever I create/duplicate a project I'll have to connect the correct maps for each project. I was hoping there would be some way to select a folder instead of a individual image so I can run the effect on. sort of like the photoshop batch process where you select the action and it runs it on the entire folder.
Using Mari at work we have assets with 30+ UV tiles so thought of giving dDo a try. :P
If you use the same naming conventions as the dDo interface (color, normal, objspc, cavity, etc) you can click Quick-Load and select all your files and they will automatically assigned to the correct slot.
By the way, I discovered that dDo will get a syntax error and crash if you have certain characters somewhere in your folder structure. I had an apostrophe in the name of my project folder and once I removed it everything worked fine again. Just something to be aware of.
By the way, I discovered that dDo will get a syntax error and crash if you have certain characters somewhere in your folder structure. I had an apostrophe in the name of my project folder and once I removed it everything worked fine again. Just something to be aware of.
100% dDo, I'm impressed. However I did have some issues with the previewer, basically it messed up my model quite a lot so I couldn't use it. I don't know what caused it as it imported fine into 3ds Max, unfortunately I was not smart enough to take a screenshot of it.
I had the same problem with the model i exportrd from 3dsMax with no preset and nothing changed on the export menu of .obj , It seemed to effect only one side of the model.
Still dont understand how to use dDo so would love to see a tut on basic dDO wrk flow.
Is there a way to have the some of the effects alter the normal map? For instance, say I want to apply paint chippings or rock chippings to something, is there some way to make these have grooves in the normal map?
Also you can try turning your diffuse slider to 0 opacity and crank the height slider to get some cool results. I did this with the coffee stain preset and it created some interesting metal grooves.
@[HP]- thanks a bunch. Your videos were a huge help for us when we started using cryEngine.
Starting to get the hang of this program now. Made a quick generic nonsensical sci-fi wall in nDo and ran it through dDo. initially I didn't get the difference between Environmental and Material, but now that I do I'm really starting to see the potential. Just dropping some presets across different material groups really adds a lot.
hi guys
just a question ! is dDo compatible with cs5 ? i am using cs5, i installed the dDo yesterday, it works on cs5 but its really slow, it takes a year to load one of those presets, on 512 x 512 texture its fine but on higher resolution it just too slow or just jumps out! another issue that i found is that it makes black diffuse color on everything that i make, it just makes me to go back to diffuse color slot and change it again.
hi guys
just a question ! is dDo compatible with cs5 ? i am using cs5, i installed the dDo yesterday, it works on cs5 but its really slow, it takes a year to load one of those presets, on 512 x 512 texture its fine but on higher resolution it just too slow or just jumps out! another issue that i found is that it makes black diffuse color on everything that i make, it just makes me to go back to diffuse color slot and change it again.
Hello! Compability with CS5 should not be a problem.
Would you mind sending over the maps you are using to team@quixel.se?
dDo doesn't need a mesh to work. It's just for the preview. All it needs are textures to tell it where edges, crevices, cracks, etc. are. I don't know what sort of polylimit the previewer has though, I haven't brought in anything over 8k yet.
Replies
It does not require a normal map. You can also use a curvature map. It works just as well.
I will have to get back to you about the exact computer requirements!
Forgive me, but what is a curvature map?
Well said mate, completely agree. Like someone already said, crap textures will always be crap, its about knowing how to get the most out of it.
i was gonna LMGTFY but here is the polycount wiki instead:
http://wiki.polycount.com/CurvatureMap
Here is a wip version of a building I'm making for the Celery Land project. I redid the diffuse in dDo and got some cool results.
Check the box for "Vertex" and uncheck "relative numbers".
You all post your cool first test with efault or almost default settings and I just can´t get it right!
I load my normal map, AO, maybe Cav and a colour map to separate the materials. But I always get one flat map that does not look good and does not has separate materials at all.
I bet I´m missing one important point ^^
How can I setup different materials, for example one for the bluish parts, one for the dark etc.?
Click on each different color on the top left box to select those areas. From there you can change the material under the Quick-Reflectance.
Finally got to give it a quick try, I overdid dirt a bit and rendered normal out wrong, but I'm really liking it so far.
I do love the tool, i'm just curious.
I'm waiting to find ways to use it in a non-realistic environment. So far it seems it generates very realistic detail, but I can't control that. Or can I?
That still doesn't do it for me, refuses to load any kind of mesh (gw obj export max 2013)
I know Teddy is working really hard on solving the previewer bug. As soon as it's fixed we'll release a new version!
Sorry for the hassle!
You have the option of exporting a height map. You can use the nvidia filter on it, kill the blue channel overlay it on to your original normal map and BOOM!
It's all about customization and creating awesome art, while having the chance of winning full Commercial and Freelancer licenses for dDo.
Check it out here: http://www.quixel.se/forum/showthread.php?199-dDo-Speed-Contest-1&p=332
Good luck!
Remember to let dDo make a height map for you, then that get's applied to the normal map and boom!
Awesome
Will have to give this a try.
Just to clear this up: the height maps created with dDo will automatically bump the normal! No need for nVidia filtering Just make sure height is checked when setting up the project, and you'll be able to control the bumpiness of each detail using the H slider (opacity) and swatch (bump color).
/rant
what i wanted to ask, how are seams handled in ddo ? do you have to paint them out by hand ?
Since I don't use normal maps at work. I'd like to try testing dDo with curvature maps. I tried the Maya script posted in the wiki, but I can't get it to work with Maya 2012. I'd really appreciate it If anyone can give me some tips on how to create curvature maps in Maya or perhaps Zbrush.
http://wiki.polycount.com/CurvatureMap
Also is there some quick way to batch many textures automatically or do I need to manually do that using the Project Box?
It is possible to bake curvature maps in XNormal. You can find it a bit down in the map type list there.
You can batch generate projects by setting up several projects in the automation hub. You can read a bit more about it here: http://www.quixel.se/forum/content.php?158-dDo-Feature-Overview/view/2
But will that output to the normal map so you can take it into UDK or some other program? Everytime i export all maps in dDO my normal stays the same.
Cool I'll try xNormal.
Regarding the project box in the automation hub whenever I create/duplicate a project I'll have to connect the correct maps for each project. I was hoping there would be some way to select a folder instead of a individual image so I can run the effect on. sort of like the photoshop batch process where you select the action and it runs it on the entire folder.
Using Mari at work we have assets with 30+ UV tiles so thought of giving dDo a try. :P
By the way, I discovered that dDo will get a syntax error and crash if you have certain characters somewhere in your folder structure. I had an apostrophe in the name of my project folder and once I removed it everything worked fine again. Just something to be aware of.
Thank you very much for reporting this!
100% dDo, I'm impressed. However I did have some issues with the previewer, basically it messed up my model quite a lot so I couldn't use it. I don't know what caused it as it imported fine into 3ds Max, unfortunately I was not smart enough to take a screenshot of it.
Still dont understand how to use dDo so would love to see a tut on basic dDO wrk flow.
Also you can try turning your diffuse slider to 0 opacity and crank the height slider to get some cool results. I did this with the coffee stain preset and it created some interesting metal grooves.
@[HP]- thanks a bunch. Your videos were a huge help for us when we started using cryEngine.
just a question ! is dDo compatible with cs5 ? i am using cs5, i installed the dDo yesterday, it works on cs5 but its really slow, it takes a year to load one of those presets, on 512 x 512 texture its fine but on higher resolution it just too slow or just jumps out! another issue that i found is that it makes black diffuse color on everything that i make, it just makes me to go back to diffuse color slot and change it again.
Hello! Compability with CS5 should not be a problem.
Would you mind sending over the maps you are using to team@quixel.se?
What the hell did I just say?