Author Topic: How create a towel(material)  (Read 24263 times)

2016-03-07, 15:15:56
Reply #15

PROH

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Yes, flipping green channel is definitely NOT giving the best result in this case.

IIRC there was issues with Normal maps prior to max 2014 - but they should have been fixed in v 2014 and newer. So just wondering.. is "invert green channel" an old habit, or does it still count?

2016-03-07, 15:46:12
Reply #16

romullus

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In 3ds max, unlike in most other apps, one still has to invert green channel. At least up to max2014, but i doubt it will be ever changed/"fixed". There is probability that Ondra had change how CGeometry_NormalsShading is rendered - i posted such request long time ago, but it was declined. Maybe he changed his mind? :]
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2016-03-07, 17:32:44
Reply #17

maru

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He changed it so that now you need to flip red channel, he thought you won't notice.
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2016-03-07, 17:44:24
Reply #18

romullus

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Well, i didn't :] *

* it's just a joke, one still has to invert green channel of normal maps aquired through Corona's RE.
« Last Edit: 2016-03-08, 20:18:58 by romullus »
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2016-03-08, 12:36:24
Reply #19

CASA_MT

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Towels are really still an issue sometimes.
I think for medium distances good textures and sometimes displacement can work very well. We try to avoid having towels in a clos-up and if so, we tend to blur them a little by placing them in a defocused position. This softems the spikey displacment-parts a little. The blue-ish towel in the attachment is an example for this.

I think when it comes to really close camera-positions, there is no other way than to use some sort of scattering.
I tried a quick test with cloth-plane and scatterd towel-fibres with a sliglty transluscent material to get some kind of softness. Of course the towel itself could look nicer, but I just wanted to get a quick idea of how the fibres might look like and I think it does go in the right direction. Maybe this can be an inspirition on how to deal with extrem close-ups.




« Last Edit: 2016-03-08, 12:51:44 by CASA_MT »

2016-03-08, 13:14:10
Reply #20

Juraj

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Looks good :- ) Wasn't brave to do much scattering lately but this seem like really sound idea.
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2016-03-08, 19:52:21
Reply #22

romullus

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Yes, flipping green channel is definitely NOT giving the best result in this case.

IIRC there was issues with Normal maps prior to max 2014 - but they should have been fixed in v 2014 and newer. So just wondering.. is "invert green channel" an old habit, or does it still count?

Out of curiosity did quick test and it clearly shows that "invert green channel" advise is correct. Maybe there's something messed up in maru's scene? Didn't tried to look at it yet.

In attached pictures: left - geometry, right - plane with baked normal map.
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2016-03-08, 20:07:51
Reply #23

PROH

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I see... very interesting. So Ondra didn't change it after all :)

Since there's so many different opinions/workflows that doesn't fit well together, I think it could be useful with some sort of "how to normal maps the correct way"-tut, that show one consistent workflow for both making and using normal-maps with Corona.

Thanks for following up.

2016-03-08, 20:16:45
Reply #24

romullus

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That red channel flipping was just a joke (will add notice to my post to prevent further confusion).

As for normal maps, it's not that complicated. Usually you have to flip green channel if map was baked outside 3ds max (or aquired through Corona's RE). 3ds max's render to texture (RTT) outputs "correct" normal map, i.e. you don't need to flip anything. Didn't check Corona's RTT yet.
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2016-03-08, 20:39:03
Reply #25

PROH

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I know the "red channel" was a joke. Should maybe have used this ;) instead.

Regarding workflow, then it's more confusing than complicated, since flip/not flip depends on various things. Hope I get some time to dive deaper into this myself.

Thanks

2016-03-09, 13:12:03
Reply #26

maru

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Yep, my scene is probably messed. I used shell modifier which could have resulted in flipped normals. If not that, then maybe I flipped normals intentionally for some reason, sorry I don't remember. However if you are creating any similar maps, it should be fairly easy to tell which setting works fine - just place some directional light source close to your object and observe how shading changes.
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