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custom bump maps

Jauani Wu
pancake rabbit
Join date: 7 Apr 2003
Posts: 3,835
05-27-2005 11:40
how about allowing players to map their own bump maps?

possibilities:

bump maps could be their own texture.
bump maps could be included as the alpha channel in a tga - in which case players would tick if they want it to behave as a bump or as an alpha.


independat texture controls for bump maps would be usefull too.

this would allow to put bump maps with different proportions than the texture to further reduce the visual tiling on large surfaces.
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Jauani Wu
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
05-27-2005 14:29
Cory mentioned at the Town Hall that they want to shift from a texture-oriented system to materials. So these requests are already presumptively a part of that. :)
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Jauani Wu
pancake rabbit
Join date: 7 Apr 2003
Posts: 3,835
05-28-2005 18:49
i don't understand what this means. i cannot see how an opengl environment in sl cannot be using textures. perhaps a link that can explain what you and cory are talking about?
:)
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Jauani Wu
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Bond Harrington
Kills Threads At 500yds
Join date: 15 May 2005
Posts: 198
05-28-2005 19:07
This is what Jeffery's talking about:

From: Cory Linden
Exposition Linden: 1) Create an algorithm and OpenGL demo for converting SL geometry into 3D imposters. This is different than traditional 2D imposters. A 3D imposter is a reduced geoemetric representation that can still be lit.
Exposition Linden: A good place to start might be here: http://www.cs.berkeley.edu/b-cam/Pa...en-2004-IAI.pdf
Exposition Linden: So, for example, a large building (this is a simple case) could be represented by a single, large cube. Imposters need not be constrained to SL primitives and should instead be created from polygons (albeit, a small number of polygons).
Exposition Linden: 2) Build an Open GL application that allows you to build flow charts, where output from specific elements act as inputs to other elements, with the ability to make different shapes and proper path finding for the connections.
Exposition Linden: Used as a UI element, this could allow for visual script building, material definitions, etc.
Exposition Linden: 3) Create an optimizer for transforming arbitrary 3D mesh geometry into SL primitives. The optimizer would need to be able to tradeoff processing time, error, and number of created primitives.
Exposition Linden: This would be an incredibly useful addition because it would be the major step in allowing data from applications like Max or Maya to be imported into SL.
Exposition Linden: 4) High quality machinima. Given the flexibility of SL, especially with private islands, it seems possible to create some truly amazing machinima.
Exposition Linden: 5) A cross-platform speaker dependent speach recognizer. There are a host of features that this would allow, but sadly most of the products in this area are either not cross platform or are speaker independent, resulting in much lower recognition rates.
Exposition Linden: 6) A high-quality text-to-speech system (again, cross platform) that allows dynamic blending of speech fonts or truly synthesized speech. Again, many interesting options appear if this technology was around.
Exposition Linden: 7) Demonstrate high-quality procedural locomotion cycles for different combinations of legs. More importantly, demonstrate methods for blending those cycles with non-kinematic and prebuilt animations.


Instead of the bump map filling out the details with texture, the model would be filled out with details made from polygons. Is this right? Would that mean that we would upload externally-made polygon models and load them to prims?

Although, I'll admit, I would like the ability to load bump or normal mapping to textures, too.
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
05-28-2005 23:14
A "material" is essentially an object that defines multiple texture properties. It's a benchmark of 3D modelling.

Essentially, a material is a texture built from several other textures.



For example, a material might have the following layers:

- Diffuse: What you actually see the texture as.
- Emissive: A kind of light quality to the texture.
- Speculative: Reflection texture.
- Trans: The texture you see as a transparency.
- Bump Map: The bump map texture.
- Normal Map: The normal map layer (basically a better bump map).




All of that would be defined as the material "AddNameHere," which you could then apply to the surface of a mesh (or in this case, a prim).

That's what they've said they want to add.

However, they haven't said which properties (like above) they will be adding to that system yet.


Answer your question?
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Jauani Wu
pancake rabbit
Join date: 7 Apr 2003
Posts: 3,835
05-31-2005 14:03
From: Jeffrey Gomez

Answer your question?


very much so! i'm an architecture student so when you say material i automaticcally thought of the material option under the prim options - light wood glass etc etc. although what you are saying is very much like that except that it could now be user specified and more encompassing.

the software is use is formz and it call this feature surface styles.
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Jauani Wu
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Duke Scarborough
Degenerate Gambler
Join date: 30 Apr 2006
Posts: 158
Now, now, now, please, please, please
05-17-2006 09:32
Normal maps in materials? Yay - please...please hurry....

And give us llTouchPos() along with it!! I know they say they 'want' it - but when? Whats the priority on it?

As Veruca Salt would say: "But I want in NOW!"