I've been trying to integrate Crevice maps into my next-gen process. I am having a hell of a time finding a good workflow for this using either Maya, max, or a cheap third party program (no lightwave or XSI). It needs to respect intersection objects (something quickdirt for max doesn't do), and be a true Crevice map generation, not a hack or trick preferably. Something akin to Zbrush's crevice map generation in Zmapper, but that will work on multiple objects of various polycounts being baked onto an arbitrary low.
Anyone have any good solutions they care to show?
I'm going to try playing around with this:
http://www.lightengine3d.com/index2.html but it requires maya 7 or before.
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Here's something close, http://www.lightengine3d.com/downloads/plugins/curvature/testImages/a6m1.jpg from the above link. The brown areas are "crevices", but I want to find something that even respects seperate objects getting close to one another.
A good rough approximation is to take an AO bake, and run a high pass filter over it, removing all the large scale shadows, and only leaving the minor stuff (which is what I've used till now)
I've not used it in years.
Should do the trick.
If you can send me an example of what you're looking for vs what you get from CrazyBump, I'll see what must be done to match it.
thanks!
-Ryan
edit: I see you've already posted the airplane above... would you mind sending me an image of just the texture unwrapped, though?
You're killing me here with the "crevice maps" thing. It looks exactly the same as AO/GI/Radiosity, you name it. What is so different about "crevice maps" that it deserves yet another name?
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It doesn't take shadowing/light into account, like an AO map does.
http://boards.polycount.net/showflat.php?Cat=0&Number=178246&an=&page=0&vc=1
All an AmbOcc map does is darken areas where the normals are facing eachother within X distance, darkening all of the crevices.
If you invert it you get a nice mask for all of the crevices that you can use to fill the crevices with dirt and stuff. That's what I've been doing at work and at home ever since I started baking out AO.
Just as an alliteration. In a crevice map, your legs won't shadow each other just because they are close, but you'll still get all the small scale contrast from the pants overlapping the legs, wrinkles, shirt over hanging the pants, etc. Basically you get the lighting that's almost never "wrong". A wrong example would be arms with shadows on the undersides from facing the torso, but you've rotated the arm straight forward and it's still dark underneath.
You can also try playing with the "Spread", which will give you tighter or more diffuse shadows (smaller numbers = tighter shadows).
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AO with wide spread, distance turned down and an inverse exponential falloff?
Should do the trick.
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From FatAssasin:
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"Max Dist." (in the AO shader of the RTT window, or "Max Distance" in the AO material itself) is the parameter you're looking for. The default of "0" means infinite rays, change it to some small percentage of the overall size of your objects and you'll get closer to what you're looking for.
You can also try playing with the "Spread", which will give you tighter or more diffuse shadows (smaller numbers = tighter shadows).
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This is exactly what I needed. Thanks Whargoul and FatAssasin.
*edit: Here's an example,
Although I'll just keep calling it Ambient Occlusion :P
For the AO, instead of using a black, try using a soft grey. AO can be adjusted in PS also if you can't choose the color.