No no... again my post is about the discussion, but not focus in this forum main themes. Dpont's Node works in Lightwave render. For this particular character is takes like 45 seconds to cache it, but after this it will use that cache every frame unless you ask him to calculate every time after deformations. So it's not…
Its like painting normals from scratch, sure you can do it, but what is the point? It will never look as good or be as accurate, and many cases it will take much longer. Saying rendered maps take away from the "artistry" is just silly, thats like saying using global illumination to light an environment takes away from the…
Hey guys, I was recently talking with a buddy of mine, and he mentioned he never used cavity maps before. He uses AO of course, but just never got around to using Cavity. I think a lot of people are not aware of Cavity maps so I thought I would share my notes, and personal settings I use for cavity maps. (I make notes of…
You guys all gave me a good laugh :) All this talk about AO maps/Cavity maps is fine. But really... it's not anything to get this worked up about. What it really comes down to, is what type of art direction you are going for imo. If your art director is happy with what you make, and it fits in with the rest of the games…
I started writing a long post in response, but it really just comes down to real world examples. In my experience, the results haven't seemed worth it or effective at all. My first post in this thread basically said that, they haven't seemed to do much but I'd be open to using them if people could demonstrate positive…
Yeah, MOP is right. It seems like you just didn't have the green channel correct. And actually that is what the swizzle is for on the xnormal filter. If you look at my settings, I have -y for the "special EDT". The reason I have +y on the "Normal EDT" is because it's my weird randomize, neutralize layer. You probably won't…
Aside from ambient occlusion, the only map I'd find most useful (which in essence is what you're trying to fake when using Crazybump or these other apps doing 2d passes over a baked local-space normal map) is a surface curvature map. These are pretty hard to come by at the moment (there used to be a plugin for Maya to get…
Hi i was googling to find differences between cavity shading and curvatures shading. From what i read i still don't understand if there is a difference, although it kind of looks that curvature shading can give a somewhat more detailed though wilder (as in somthing usable) results than cavity shading. Can someone answer…
I think the point he is trying to make when referring to painting (and if not, its my point :) , is that if a texture is lacking depth and contrast, a cavity map isn't a very good way of correcting it. A much better way is to paint in grunge and dirt into recesses and crevices and paint wear on exposed edges to multiply…
It's weird, I don't think there's one tried and true method I use for cavity maps or AO or whatever, I usually look at the asset type I'm making, find a good technique then exploit that for all of the similar assets I build. I think most people try to boil some of this down into X type of cavity looks best when people…