Crazybump Beta 3 is now up for testing!
new features:
-"Normals Mixer" blends normal maps together in 3D. This creates a much better result than a 2D blend in photoshop.
-Savable presets.
-Improved preview window.
-Preferences save correctly.
Grab the new beta from
www.crazybump.com/beta/download.html
cheers,
-Ryan
Replies
beer!
-Savable presets.
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Great work on this so far, when do you start charging for it??
-Ben
www.crazybump.com/beta/download.html
Awesome stuff regardless Ryan
...Anyone else just get a boner?
Version 3.1 only outputs an 8 bit heightmap. I need to fix that. I'll let you know when it's fixed!
Now, for the wish list.
1) Convert a greyscale image to a normal map on the fly when you want to blend multiple normal maps. Here's the real-world example: I want to add some scratches to the normal map for a weapon or something, so I quickly paint some black scratch marks on a white background. What I'd like to be able to do is just copy that greyscale image and paste it as a new normal map layer in CB. But as it stands right now, I have to convert it to a normal map first in a second instance of CB, copy to clipboard, and then paste. It would save a step if new maps were converted to normal maps when added. Maybe it could be another option, "Convert And Paste", or "Open And Convert".
2) Adjust the strength of the base map when mixing. There are times I might want to actually reduce the strength of the bottom, or zero, map and leave the new layer at 100. This would just mean I wouldn't have to be as concerned about what order I worked with the maps, and would let me really tweak all the layers to get exactly what I want.
3) Create a fake AO map from the normals. I've seen a lot of talk around here about how to make a quick and dirty ambient occlusion map from a normal map. This could be a cool little addition to the "Render Shadows and Displacement..." option.
4) Mixing normal maps is so huge that it would be cool to be able to save the layered file you're working on. Some sort of layered CB format file that I could open any time, that would retain pointers to the original bitmap files. That way I could rework any of them without having to re-mix them all again. You'd have to find some way to handle files pasted from the clipboard, maybe save them out as new files, or embed them in the CB file. The ability to point to new files in a layer, or paste a new file into a layer would be cool to.
Even installing the 1.1 .Net Runtime again ( had 1 and 2 installed before ) doesn't seem to help.
Could you take a look at this 3D demo?
If the demo has a similar error, that'll narrow it down to a video problem:
http://nehe.gamedev.net/data/articles/extras/article20/bump_mapping.zip
thanks very much,
-Ryan
The PictureViewer starts fine btw.
Could you tell me what OS you're running? I've had reports of similar behavior in 64-bit operating systems.
Also, would you mind running versioncheck, and sending me the output?
http://www.tmgdevelopment.co.uk/versioncheck.zip
Thanks very much,
-Ryan
The VersionCheck Output has been mailed. I wonder if it's caused by some weird stuff i disabled in past "must.. optimize.. system.." endeavours .
any chance in a future build its possible to have a mask in the alpha - thats used to blend a second normal map?
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Good idea, SpaceMonkey.
Alpha channel isn't supported in the current version, but you can do a simple mask. Flat blue (127,127,255) pixels don't affect other layers, so just paint flat blue over the area you want to mask out. Black or white pixels will also work as a mask, but flat blue is better since it can blend smoothly into your normal map.
I'm hesitant to read the alpha channel as a mask because people use normalmap alpha channels for different things. I often see heightmaps stored in them, for example. Using the alpha channel as a mask would cause unexpected behaviour for many artists.
Now, for the wish list.
1) Convert a greyscale image to a normal map on the fly when you want to blend multiple normal maps. Here's the real-world example: I want to add some scratches to the normal map for a weapon or something, so I quickly paint some black scratch marks on a white background. What I'd like to be able to do is just copy that greyscale image and paste it as a new normal map layer in CB. But as it stands right now, I have to convert it to a normal map first in a second instance of CB, copy to clipboard, and then paste. It would save a step if new maps were converted to normal maps when added. Maybe it could be another option, "Convert And Paste", or "Open And Convert".
2) Adjust the strength of the base map when mixing. There are times I might want to actually reduce the strength of the bottom, or zero, map and leave the new layer at 100. This would just mean I wouldn't have to be as concerned about what order I worked with the maps, and would let me really tweak all the layers to get exactly what I want.
3) Create a fake AO map from the normals. I've seen a lot of talk around here about how to make a quick and dirty ambient occlusion map from a normal map. This could be a cool little addition to the "Render Shadows and Displacement..." option.
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I totally agree with you on this FatAssasin these features would be SO helpful:)
Specifically, 1 and 3.
Thanks again!
B
Just so we're on the same page, are these seams in the texture, or in the model? If you cover your model with a flat normal map (127,127,255), do the seams disappear?
I'm not the expert on seams, but this board is definitely the right place to ask. I suggest searching for posts on the subject, or posting a new topic to ask polycounters for advice.
cheers,
-Ryan