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Tyro

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Storyteller
Registered: April 6, 2007
Posts: 884
Reply with quote  #1 
...the old topic once again...

Will there be a way to add additional spec- or bump-maps to the engine like in v1.7? (Maybe this could be triggered within a preset ... just for advanced users, you know)

I just downloaded the new arroway woods and had to realize that they look a bit boring in podium. Spec-maps and the 'fitting' bump-maps would definitely be an addition to this.

Does anyone else ask for this?

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Nick00

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Maître érudit
Registered: Feb 2, 2009
Posts: 2,607
Reply with quote  #2 
Yeah we did, its on the list I believe.
 This is an essential component to render correctly some textures. Like wood flooring for instance, Podium will bump the grain too and add reflection to the joint..

Personally this is my most wanted feature(with network rendering, but since the V2 engine is so fast... does not matter as before,)

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Tyro

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Registered: April 6, 2007
Posts: 884
Reply with quote  #3 

... well, what can I say ... I'm still hoping and wishing for external bump maps ... the images below speak for themselves, I think ... this was supposed to be some kind of granite ... now it's more like a pimply a**

 

Maybe the texture isn't that good, but this is definitely not what I expected.

 

 Pleeaase, pretty, pretty please  add those bump maps or at least the possibility to set negative bump values, maybe this would work too.

 

... And yes, I know, reversing the faces can fix this, but this is not an option - thinking of preserving the normals  ...

Attached Images
jpeg screenshot.jpg (164.84 KB, 59 views)
jpeg bumptest.jpg (358.99 KB, 64 views)


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michaliszissiou

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Registered: Feb 3, 2009
Posts: 1,571
Reply with quote  #4 
@Tyro
What you can now. 
One render pass for colours, no bumps.
A second, using the B&W bump maps, bumps on. 
Apply it as layer/multiply in Ps. 
Tyro

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Registered: April 6, 2007
Posts: 884
Reply with quote  #5 

Hello Michalis!

Yeah, might work with simple geometry and simple texturing ... but think of a more complex model with lots of faces where the texture is being flipped, turned, scaled or whatever ... you'd have to texture the whole thing twice (in SketchUp), once with the diffuse map and again with the bump map ... and keep both in perfect congruence.

I don't think that this is an option for me.

 

Thanks anyway.


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DavorP

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Registered: Dec 17, 2007
Posts: 988
Reply with quote  #6 
Hmm, that's simple: just change the the texture image for the material and you get perfect match with diffuse and bump.
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Tyro

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Registered: April 6, 2007
Posts: 884
Reply with quote  #7 

OK, I figured out that it is indeed quite simple with the 'Global Material Changer' ...  ... but a solution without additional PP would be a straighter approach ...


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Nick00

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Registered: Feb 2, 2009
Posts: 2,607
Reply with quote  #8 
Well its on the list for V3 guys!
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bigstick

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Registered: Dec 4, 2006
Posts: 8,106
Reply with quote  #9 
It's probably worth telling everyone right now that not all features are going to make it to V3.0. Some will be 3.1 or 3.2 or later.

This is how it works, we start with bug fixing, core functionality and implementing the most important features. Things like instancing, network rendering, and moving to a C+ geometry export module. These things will improve what we already have for every user.

Then we add in features that are the most important to most users. It's like  the 80/80/80 rule you have all heard before. We want 80% of the features that 80% of users will want 80% of the time when we release. It doesn't mean that we won't implement the other stuff, but if we waited to implement everything before release, most people wouldn't get most of the benefits until much later. This isn't an actual formula we use, but the kind of principle. Sometimes we can implement things of marginal benefit because it's convenient at the time.

There are lots of features that we want to add for different types of users, but the most important thing is making enough money to fund development. Delaying a release until we implement features that are important for only a small number of users makes no sense.

The purpose of the wish list is for you guys to let us know what is most important. Our priorities ought to be based on those of the majority of users and if enough of you keep asking for things, they get pushed up the priority order

So if there are lots of people reading this that really want manual bump maps and spec maps, don't just sit there and let us try and work it out by telepathy - let us know here!



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Nick00

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Registered: Feb 2, 2009
Posts: 2,607
Reply with quote  #10 
Of course, as you may expect we want a lot of features to be developed. The most wanted, usefull and doable will make it up the list. A small team is key for keeping low prices but it also means choosing wisely our features.
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Stinkie

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Court Jester
Registered: May 30, 2007
Posts: 1,854
Reply with quote  #11 
Quote:
Originally Posted by bigstick
So if there are lots of people reading this that really want manual bump maps and spec maps, don't just sit there and let us try and work it out by telepathy - let us know here!


I'd like to be able to use them. But I'd happily trade them for more control over GI and AA quality.

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bigstick

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Registered: Dec 4, 2006
Posts: 8,106
Reply with quote  #12 
AA quality is actually fairly easy. GI will be down to tuning presets. We are actively contemplating a 'preset editor' which gives UI control over all Kray variables.

We'll do it, but lots of stuff to do first! More speed is on the way for V3, including improvements in geometry pre-processing, instancing, improved GI, and faster AA and general rendering.

This will be a big update though and is not imminent...

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Stinkie

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Court Jester
Registered: May 30, 2007
Posts: 1,854
Reply with quote  #13 
Quote:
Originally Posted by bigstick
We are actively contemplating a 'preset editor' which gives UI control over all Kray variables.


That would be very cool.

Quote:
Originally Posted by bigstick
More speed is on the way for V3, including improvements in geometry pre-processing, instancing, improved GI, and faster AA and general rendering.


I'll stick around then.

Quote:
Originally Posted by bigstick
This will be a big update though and is not imminent...


Yeah, I got that. Sounds good, though.

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