anytime! glad it could help you out! If your interested I have made a small video on high poly to low poly normal map projection here for Game Asset Design: ua-cam.com/video/AVAS25G0yng/v-deo.html
I don't use one at all. For normal maps, the cage provides the light for you when it scans the high poly to the low poly. That is the only one as far as I know that does not require a separate source of light like AO does for the baking process. So settings would be say, under light = "None" or "No Light", and for the method to scan, I use Hammerslay, with "Catmull-Rom". I also have the detail or quality setting maxed to 1.
Anytime! and well, not sure. I have not had that issue, usually when it takes forever, there is a flipped normal somewhere or overlapping UVs. I know in 3DS Max, when your on the UV Grid space pop up, there is a option to show flipped normals/faces. I think it is under tools? If not, just look at the top menu options while on that pop up Grid were you arrange your UV faces, you will see what I mean. If that is the case, all you have to do is flip those faces with flipped normals, the other way and it should fix the long bakes. If not, then it may be something else. Try to make different cylinder objects, heights widths, etc. and test it out on each. Then, if it still takes forever, then it must be normal. I know a perfect flat column shape is kind of pointless to do AO bakes unless you have objects near it, that intend to bounce shadows onto the cylinder object, because AO is meant for like crevasses, details, etc.
When ever i render to texture there is always a grainy noise like texture on the maps. Have you ever had this issue before and do you know how to fix it? I have pictures on the 3ds max forum. forums.autodesk.com/t5/3ds-max-shading-lighting-and/render-to-texture-adds-noise-to-texture/td-p/9939648
From what I can tell, it may be because your using VRay. I don't use VRay so I couldn't tell you why or be fully sure, but I never had that issue the way I do it. I only use scanline renderer and I make sure it is in production quality settings. I'm guessing it has to do with some sort of conflicting or improper settings using VRay maybe?
@@WraithDesignz I rendered the height map with scanline but the image of the box with squares is rendered with Vray. the issue isn't Vray because when i zoom in on the texture i notice the noise. And it does the same for Arnold. I tried .jpg .png .bmp.tga .tif .exr and for some reason .exr and .bmp show up black. I tried to render the texture with Arnold but it keeps giving me an error.
Something I've been struggling for a long while already: is there an option to obtain a heightmap from a bumpmapped surface, so that the resulting heightmap would also follow the bumpmap of the original material? Because from whatever I tried, not only the various map types have different normal map impact whenever assigned as a bumpmap, but also none of them affect the heightmap. And I want them to, as I feed both maps to a raymarcher, so I both require a very accurate heightmap scale (so it would match the normal map almost perfectly in order to accurately reconstruct the surface) and want it to also actually reflect every dent (which it doesn't, so I end up with a neat complex surface which features all the polygonal details yet still has the dents looking like a flat bumpmap).
Hmm I'm not sure how to make that work via 3DS max, but i know a program called "Crazy Bump" might work wonders for you. You can feed into it a Normal Map of your choice, then it will make other texture maps based on the Normal Map, including Height Map/Displacement Map. You can even adjust sliders to best fit what your looking for as well. Might be worth a shot if you can't find something else to do better.
@@WraithDesignz Thanks, I will try that, though I don't really expect it to do the trick needed. The issue is, raymarching is a way more accurate thing compared to POM or anything, and in fact I use it to seamlessly combine raymarched and triangular geometry (they do even sometimes intersect in the scene, so every minor normal vs height mismatching will be very visible, making things even worse compared to the 'flat' dents and stuff). Also normal maps are pretty much geometrically incorrect anyway, as they use interpolated normals baked off a still low-resolution geometry (as the source triangles still exceed 1 texel in size). Would be fun if this thing would be able to consume a reference heightmap and instead of regenerating it would add the details where the error between the normal-map-derived and the reference values gets above some threshold... P.S. Tried, and it failed so badly :(
Thanks for the tutorial. It is very helpfull. For some reason, when I do it, the normal and ao maps are fine, but the height map comes out wrong. It is almost completely gray. When I put it in photoshop and change the levels you can see something was actually rendered, however the quality is very bad and you cannot really use it as a displacement map. I tried it 2 times with two very simples models, and the result was the same. Any ideas?
So I figured it out on my own. It was pretty easy. When you click on options in the projection mapping dialog window, in the window that then appears, you have to put a correct max and min heights relative to your model. I had +/- 10 Meters on, which was waaay to big of a difference for my small models and it rendered the height map completely invisible. So thanks again for the tutorial and good luck with your future stuff. :)
4 years later and this is still the best video out there for the topic, well done sir
thank you! much appreciated! :D
thanks lot,its very helpful !!
anytime! glad it helped!
This is a great material! Thank you!
anytime! glad it could help you out! If your interested I have made a small video on high poly to low poly normal map projection here for Game Asset Design: ua-cam.com/video/AVAS25G0yng/v-deo.html
Hi, what light setup do you use to create normal map? skylight or something else?
I don't use one at all. For normal maps, the cage provides the light for you when it scans the high poly to the low poly. That is the only one as far as I know that does not require a separate source of light like AO does for the baking process. So settings would be say, under light = "None" or "No Light", and for the method to scan, I use Hammerslay, with "Catmull-Rom". I also have the detail or quality setting maxed to 1.
@@WraithDesignz Thanks for quick reply ;)
Many thanks for this video!! just one question, Is it natural that AO render takes like forever on the simple cylindarical objects...?
Anytime! and well, not sure. I have not had that issue, usually when it takes forever, there is a flipped normal somewhere or overlapping UVs. I know in 3DS Max, when your on the UV Grid space pop up, there is a option to show flipped normals/faces. I think it is under tools? If not, just look at the top menu options while on that pop up Grid were you arrange your UV faces, you will see what I mean. If that is the case, all you have to do is flip those faces with flipped normals, the other way and it should fix the long bakes. If not, then it may be something else. Try to make different cylinder objects, heights widths, etc. and test it out on each. Then, if it still takes forever, then it must be normal. I know a perfect flat column shape is kind of pointless to do AO bakes unless you have objects near it, that intend to bounce shadows onto the cylinder object, because AO is meant for like crevasses, details, etc.
When ever i render to texture there is always a grainy noise like texture on the maps.
Have you ever had this issue before and do you know how to fix it?
I have pictures on the 3ds max forum.
forums.autodesk.com/t5/3ds-max-shading-lighting-and/render-to-texture-adds-noise-to-texture/td-p/9939648
From what I can tell, it may be because your using VRay. I don't use VRay so I couldn't tell you why or be fully sure, but I never had that issue the way I do it. I only use scanline renderer and I make sure it is in production quality settings. I'm guessing it has to do with some sort of conflicting or improper settings using VRay maybe?
@@WraithDesignz I rendered the height map with scanline but the image of the box with squares is rendered with Vray. the issue isn't Vray because when i zoom in on the texture i notice the noise. And it does the same for Arnold. I tried .jpg .png .bmp.tga .tif .exr and for some reason .exr and .bmp show up black. I tried to render the texture with Arnold but it keeps giving me an error.
Something I've been struggling for a long while already: is there an option to obtain a heightmap from a bumpmapped surface, so that the resulting heightmap would also follow the bumpmap of the original material? Because from whatever I tried, not only the various map types have different normal map impact whenever assigned as a bumpmap, but also none of them affect the heightmap. And I want them to, as I feed both maps to a raymarcher, so I both require a very accurate heightmap scale (so it would match the normal map almost perfectly in order to accurately reconstruct the surface) and want it to also actually reflect every dent (which it doesn't, so I end up with a neat complex surface which features all the polygonal details yet still has the dents looking like a flat bumpmap).
Hmm I'm not sure how to make that work via 3DS max, but i know a program called "Crazy Bump" might work wonders for you. You can feed into it a Normal Map of your choice, then it will make other texture maps based on the Normal Map, including Height Map/Displacement Map. You can even adjust sliders to best fit what your looking for as well. Might be worth a shot if you can't find something else to do better.
@@WraithDesignz Thanks, I will try that, though I don't really expect it to do the trick needed. The issue is, raymarching is a way more accurate thing compared to POM or anything, and in fact I use it to seamlessly combine raymarched and triangular geometry (they do even sometimes intersect in the scene, so every minor normal vs height mismatching will be very visible, making things even worse compared to the 'flat' dents and stuff). Also normal maps are pretty much geometrically incorrect anyway, as they use interpolated normals baked off a still low-resolution geometry (as the source triangles still exceed 1 texel in size). Would be fun if this thing would be able to consume a reference heightmap and instead of regenerating it would add the details where the error between the normal-map-derived and the reference values gets above some threshold...
P.S. Tried, and it failed so badly :(
thanks
No problem!
Thanks for the tutorial. It is very helpfull. For some reason, when I do it, the normal and ao maps are fine, but the height map comes out wrong. It is almost completely gray. When I put it in photoshop and change the levels you can see something was actually rendered, however the quality is very bad and you cannot really use it as a displacement map. I tried it 2 times with two very simples models, and the result was the same. Any ideas?
So I figured it out on my own. It was pretty easy. When you click on options in the projection mapping dialog window, in the window that then appears, you have to put a correct max and min heights relative to your model. I had +/- 10 Meters on, which was waaay to big of a difference for my small models and it rendered the height map completely invisible. So thanks again for the tutorial and good luck with your future stuff. :)
Great and informative Tutorial, but you sound very stressed out ;) Thanks though for doing this.
Yeah I just may have been stressed out. Was going through a hard time back then. But glad I could help out with the video and thanks for the comment!
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