3dsmax Rendering Support Topic
- INSANEdrive
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- Veegie[Temp]
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- Veegie[Temp]
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Has anyone stopped to think about the fact that you don't need the whole engine to make accurate bumps? Only a small snippet of code (relatively speaking) that will convert the greyscale bumps to (Nvidia) normal maps. I could be completely mistaken, but I don't think it should be much harder that to write a program that converts standard bumps into normal maps (Like in photo shop).
*edit*
If you paste the alpha chanel of the bumps onto the normal map for the chief you will find that they mach up EXACTLY, every little pixel is in the same place.
Another thing to note is that the halo engine works in real time while max does not, so you have allot of performance issues there. Although you could try using a DirectX shader to get a close in game look in the view ports.
*edit*
If you paste the alpha chanel of the bumps onto the normal map for the chief you will find that they mach up EXACTLY, every little pixel is in the same place.
Another thing to note is that the halo engine works in real time while max does not, so you have allot of performance issues there. Although you could try using a DirectX shader to get a close in game look in the view ports.
- Veegie[Temp]
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>.> It doesnt need to... In the end I want all of my models to look better than ingame, don't you? Not EXACTLY like on the xbox. And I just said that max handles them differently. All I am saying it that it would be cool if someone could make a program to make the bumps look correct, instead of the weird way they look when exported.
If they look "correct", like you're saying, then they look in-game. Afterall, in-game is correct.
Simply asking someone to make a program to make the bumps into normal maps isn't helping. It's a little more complicated seeming how we don't have their rendering engine to convert the bumps in the first place.
Simply asking someone to make a program to make the bumps into normal maps isn't helping. It's a little more complicated seeming how we don't have their rendering engine to convert the bumps in the first place.
Okay, perhaps I am not explaining my intent well enough. First of all, after re reading all of my posts on this matter I have yet to come across a part where I say I want them to look exactly like the game. I also never said that we need the rendering engine either. I simply said we need a small section of code, more specifically the algorithm for converting those bumps into the proper looking normal bumps (if the engine event does that). Perhaps I should not have said "...All we NEED is..." and should have said something like "all we could use is" or "It would help us to have"
Jordan, I think you have this backwards; ingame ones look correct, not correct ones look ingame. I have seen quite a few renders that look better than ingame, does that make them incorrect? Perhaps I should not have said "... make the bumps look correct..." and should have said "Make the bumps more resemble the ones in the game"
Now I will try to explain what I want in simpler terms because it seems a little to hard for some people to grasp.
Take the Master Chief's bumps for an example. If you apply the masterchief_bump.0.0.dds bump to the model, max sees this black and white image as a standard bump map and makes all of the white go "up" and all of the black go "down" and everything in-between accordingly with 50% grey of course, doing nothing.
masterchief_bump_camo.0.0.dds, however, as you all know is a RGB "normal map" image that you use with Max's "normal bump" feature. Normal maps, as you may or may not know represent angles and the directions of those angles instead of just height (such as in standard bump maps) and figures out the height from there. I would recommend that everyone following up on this should use Google and find an article that covers how normal maps work in more detail.
The problem being that masterchief_bump.0.0.dds is not a standard bump map. It is a new type of map that, most likely, bungie created themselves. In these maps only the angles are represented With White being the most angled and black being flat. 3ds max 7 and up however, only ships with the capability to handle the first two maps that I have said. Now I want to make this clear: Although with a plug-in it is possible to make 3ds max able to render the masterchief_bump style maps, dare I say it, correctly, That is NOT what I want to do. What I DO want to do is make a program that will work much like the Nvidia photoshop plug-in that converts the standard bump maps into normal maps. This new program will take the angle data already represented in the masterchief_bump style bumps and convert it into a normal map that looks like the masterchief_bump_camo style bumps. That is all. It will not take bungie's rendering engine, it will not modify max to render like bungie's engine. All it will do is convert one type of bump into another type of bump so that 3ds max or any other program that supports the use of normal maps will be able to use these bumps.
Jordan, I think you have this backwards; ingame ones look correct, not correct ones look ingame. I have seen quite a few renders that look better than ingame, does that make them incorrect? Perhaps I should not have said "... make the bumps look correct..." and should have said "Make the bumps more resemble the ones in the game"
Now I will try to explain what I want in simpler terms because it seems a little to hard for some people to grasp.
Take the Master Chief's bumps for an example. If you apply the masterchief_bump.0.0.dds bump to the model, max sees this black and white image as a standard bump map and makes all of the white go "up" and all of the black go "down" and everything in-between accordingly with 50% grey of course, doing nothing.
masterchief_bump_camo.0.0.dds, however, as you all know is a RGB "normal map" image that you use with Max's "normal bump" feature. Normal maps, as you may or may not know represent angles and the directions of those angles instead of just height (such as in standard bump maps) and figures out the height from there. I would recommend that everyone following up on this should use Google and find an article that covers how normal maps work in more detail.
The problem being that masterchief_bump.0.0.dds is not a standard bump map. It is a new type of map that, most likely, bungie created themselves. In these maps only the angles are represented With White being the most angled and black being flat. 3ds max 7 and up however, only ships with the capability to handle the first two maps that I have said. Now I want to make this clear: Although with a plug-in it is possible to make 3ds max able to render the masterchief_bump style maps, dare I say it, correctly, That is NOT what I want to do. What I DO want to do is make a program that will work much like the Nvidia photoshop plug-in that converts the standard bump maps into normal maps. This new program will take the angle data already represented in the masterchief_bump style bumps and convert it into a normal map that looks like the masterchief_bump_camo style bumps. That is all. It will not take bungie's rendering engine, it will not modify max to render like bungie's engine. All it will do is convert one type of bump into another type of bump so that 3ds max or any other program that supports the use of normal maps will be able to use these bumps.
Last edited by Tanasoo on Sun Apr 23, 2006 1:49 pm, edited 2 times in total.
Chief Cow,
What renderer are you using? What type of material are you using for the glass? Unfortunately it may not be fixable without getting a better renderer, because I know that if you have the opacity set low on a material (it being transparent) it will sometimes not render effects behind it. Try using the mental ray glass material.
Tural,
If you could figure out how, a photoshop action would work.
What renderer are you using? What type of material are you using for the glass? Unfortunately it may not be fixable without getting a better renderer, because I know that if you have the opacity set low on a material (it being transparent) it will sometimes not render effects behind it. Try using the mental ray glass material.
Tural,
If you could figure out how, a photoshop action would work.