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How to make a Displacement/Normal Map tileable

Armitage19
polycounter lvl 4
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Armitage19 polycounter lvl 4
Hey,


I searched in Google and a bit here in the forum but couldn't find a good solution for my problem.

I got a 3d scan of a relative flat surface, I made a good Displacement, Normal and Albedo Map with Xnormal.
But, how can I make the Normal/Displacement/Albedo Map tileable.

What I mean is, all 3 maps are related to each other, if I only make the Albedo Map tileable, the other 2 maps wont match anymore.
So, I have to make them all tileable at the same time I guess.

No idea how to make that, maybe someone has a idea?

Thank you

Replies

  • Eric Chadwick
    Do a forum search for TILE SCAN and you will see some good threads about this.
  • Armitage19
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    Armitage19 polycounter lvl 4
    Hey, I read everything that I could find relating to my question.
    And the others have the same problem and nobody posted a solution for this.
    But, somehow it should be possible.
  • Eric Chadwick
    Weird. I remember someone posting a whole tutorial about how they did it. I'll look around for it.

    Bitmap2Material also comes to mind, have you looked into it?
  • Eric Chadwick
    http://polycount.com/discussion/157151/tutorial-tileable-textures-from-photoscan-bakes
    Not the best transitions, but you can improve them by using a little dodge/burn on the albedo.
  • gnoop
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    gnoop sublime tool
    Bitmap2Material also comes to mind, have you looked into it?
    B2M  makes something weird  actually .  At first you have to figure out  a way how to force  main color  input to be NOT involved in resullting depth and use "relief" input instead.    (Set relief input >>on)

    And even after you find it  , it nevertheless does  add color   to depth values  within transition areas   and thus  spoils a perfect  true  Photoscan based  depth.       Imo, that Bitmap2Material is such a pazzle and a pain in  the a..., you better forget about it  and do it all manual or  in Substance Designer  by exposing tweaks of two "make it tile" nodes, for color and depth  separatly,  and then blend things exactly how you need it with masks you may have .

    Also do it with depth/height  channel,   not the normal one

  • Steppenwolf
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    Steppenwolf polycounter lvl 15
    I would use Substance Designer. You can make a custom node that combines Make it Tile for all your maps simultanously and to go a step further you can tweak the Make it Tile node itself to work with a mask generated from your source so you get better looking transitions.
  • Armitage19
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    Armitage19 polycounter lvl 4
    Thanks for the tutorial, I don't own B2M so I cant use it and with Substance Designer, its limited in texture size and I am waiting since a long time for them to change that.

    I will have now a look at the tutorial, lets see...
  • John Baxter
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    John Baxter polycounter lvl 7
    I would use Substance Designer. You can make a custom node that combines Make it Tile for all your maps simultanously and to go a step further you can tweak the Make it Tile node itself to work with a mask generated from your source so you get better looking transitions.
    If you've done this successfully, could you post your results, or even consider making a tutorial? <3
  • Steppenwolf
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    Steppenwolf polycounter lvl 15
    I've only done it for Make it Tile Patch so far. It uses by default a gaussian sphere as mask. I just replace this with a mask generated from the source to get less uniform/blurred transitions (see attached picture. the bitmap is just for demonstration, it's supposed to use the height input next to it). Make it Tile node is more complex but should be possible to apply the same principle to the default masks.
     
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