kat wrote: |
The height channel of a normal map in D3 won't get you the same level of detail as a full 24bit greyscale toned heightmap, it's technically impossible (single 8 bit versus 8x8x8), plus as the chaps have said above, the height does just that, adds height; the normal maps aren't doing that in game.
I have a feeling you're looking at this from the point of view of a high poly modeller used to some pretty knarly detail level when doing renders, you won't get that in D3 (at least not 'cheaply'). |
Svartberg wrote: |
....kat: The height seen ingame isn't "real height", it's just an illusion created by clever normalmap conversion, afaik Doom3 doesn't use parallex mapping either.
When the game loads it just blends the normalmap with the converted heightmap. I'm looking just for that, see the resulted normalmap from the combination with the heightmap or at least immitate it.... |
Quote: |
Yes 'height' is meant as a relative term, using a separate height map should result of better detail even when the conversion/combination process gets done in D3(otherwise they wouldn't have used them), and yes D3 doesn't use any parallax mapping. |
kat wrote: |
So you're wanting to output the results of the D3 combination process to see what difference it makes compared to other manual conbination processes? |
Quote: |
I used a hight detail normal map on one mtr
and a hight detail height map on a different one the two looked identical in game at max settings???? |
Svartberg wrote: |
Bittoman: just curious, what method would recommend to bake the heightmap into the normalmap ?
I've tried using nvidia normalmap plugin for photoshop, but couldn't merge the two normalmaps well (original + converted heightmap) plus the plugin seems to use 2 pixel width (1 inside and one outside from the original border of heightmap) for the normalmaps where as doom3 uses 1 pixel. |
Svartberg wrote: |
Bittoman: just curious, what method would recommend to bake the heightmap into the normalmap ?
I've tried using nvidia normalmap plugin... |
Svartberg wrote: |
Bittoman: just curious, what method would recommend to bake the heightmap into the normalmap ?
I've tried using nvidia normalmap plugin for photoshop, but couldn't merge the two normalmaps well (original + converted heightmap) plus the plugin seems to use 2 pixel width (1 inside and one outside from the original border of heightmap) for the normalmaps where as doom3 uses 1 pixel. |
Svartberg wrote: |
So far, the results i get aren't even close to using the heightmap ingame.
I'll look up that console var so i could at least see how doom3 is doing it. (and might isolate the height areas if i can't reproduce it) |
Quote: |
I used a hight detail normal map on one mtr
and a hight detail height map on a different one the two looked identical in game at max settings???? |
Svartberg wrote: |
Bittoman: just curious, what method would recommend to bake the heightmap into the normalmap ?
I've tried using nvidia normalmap plugin for photoshop, but couldn't merge the two normalmaps well (original + converted heightmap) plus the plugin seems to use 2 pixel width (1 inside and one outside from the original border of heightmap) for the normalmaps where as doom3 uses 1 pixel. |
Svartberg wrote: |
Bittoman: just curious, what method would recommend to bake the heightmap into the normalmap ?
I've tried using nvidia normalmap plugin... |
Svartberg wrote: |
Bittoman: just curious, what method would recommend to bake the heightmap into the normalmap ?
I've tried using nvidia normalmap plugin for photoshop, but couldn't merge the two normalmaps well (original + converted heightmap) plus the plugin seems to use 2 pixel width (1 inside and one outside from the original border of heightmap) for the normalmaps where as doom3 uses 1 pixel. |
Svartberg wrote: |
So far, the results i get aren't even close to using the heightmap ingame.
I'll look up that console var so i could at least see how doom3 is doing it. (and might isolate the height areas if i can't reproduce it) |
kat wrote: |
The height channel of a normal map in D3 won't get you the same level of detail as a full 24bit greyscale toned heightmap, it's technically impossible (single 8 bit versus 8x8x8), plus as the chaps have said above, the height does just that, adds height; the normal maps aren't doing that in game.
I have a feeling you're looking at this from the point of view of a high poly modeller used to some pretty knarly detail level when doing renders, you won't get that in D3 (at least not 'cheaply'). |
Svartberg wrote: |
....kat: The height seen ingame isn't "real height", it's just an illusion created by clever normalmap conversion, afaik Doom3 doesn't use parallex mapping either.
When the game loads it just blends the normalmap with the converted heightmap. I'm looking just for that, see the resulted normalmap from the combination with the heightmap or at least immitate it.... |
Quote: |
Yes 'height' is meant as a relative term, using a separate height map should result of better detail even when the conversion/combination process gets done in D3(otherwise they wouldn't have used them), and yes D3 doesn't use any parallax mapping. |
kat wrote: |
So you're wanting to output the results of the D3 combination process to see what difference it makes compared to other manual conbination processes? |