This is a small update and a reminder to myself.
Past few months my RL has been changing. So, I have been busting a hump trying to get some of my projects finished up. One of those things is Bend This. I've had the preliminaries done for quite some time, but I'm taking clean-up and release a little more seriously.
One of the big things I've done with Bend This is switch it over to DevIL. This means that I can distribute the TBN rastor in a variety of image formats. And I will eventually release the 3DS Max shaders for TBN so Max users can do their thing.
I did give it a touch of polish and tie up some loose ends, but I'm sure more fixing will be needed as more little things are discovered.
Kind of got started on the wiki nodes, but still debataing with some organization issues.
Quite some time ago I was talking about a few things. As it turns out, Claire was clever enough to figure out what I was up to. Her enthusiasm in those original threads still puts a smile on my face.
Bend This - what does it do?
I'm sure a lot of you folks are familiar with painting textures for the default avatar. Basically a colour map for a 3d object. You know, clothes and skins. But just a colour map.
In bigger 3d software packages, you have more than just a colour map. Other common maps being specular, gloss, and bump. The kind of texture map that I am interested in is bump. Using my own string of small hacks, I have brought bump mapping into Photoshop.
- Paint a bump map using regular greyscale values.
- Convert the bump map to tangent using Bump to Tangent Normals.
- Fire up Bend This, load the seperate TBN rastor, and let it modify the normals.
You will end up with a world normal map that has been properly modified for further work. For example, faux lighting with RGB Theta.
Once I get this up and running (day or two, but might pull another all-nighter), I'll start busting a hump on more post tricks. RGB Theta is cool and all, but I have a few more tricks up my sleeve that I want to pull out. The big one being reflection mapping.
Ugh! So much work to do and so little time.