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michaliszissiou

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Reply with quote  #1 
How to use different diffuse and bump maps in podium V2.

V2 generates bumps automatically from the diffuse map. But what if we have a graffiti on a heavy bumped wall texture? We'll render the graffiti with bump. 
So here's how to avoid this:
Try to render the skp file using bump (bumpTest.skp). Next render the same without bump at all. Now go to SU textures palette and replace the wall texture with the grey one below. 



Render again using heavy bump this time. Combine the two renders in Ps using the grey one as a multiplier, see photo below. 




Here the result. Graffiti has no bump.

Attached Images
png Picture_1.png (35.17 KB, 1559 views)
jpeg walltex_4_bump.jpg (349.43 KB, 1566 views)
jpeg BumpTest.jpg (240.19 KB, 1557 views)

 
Attached Files
skp bumpTest.skp (491.65 KB, 158 views)

Tyro

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Reply with quote  #2 
...very interesting solution, Michalis, but who'd ever spray this on such a nice wall .

I'd be happy too if the external bump maps were implemented again.
I'm still having problems with some textures where Podium's bump mapping goes in the wrong direction ... and flipping the SU surface doesn't always fix this......maybe some day they'll hear us...

Render on,
tyro

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bigstick

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Reply with quote  #3 
This is on our 'to do' list

I have to say that I take issue with the original premise. If you have a textured wall and someone sprays onto it, the spray will go into all the cracks, and you will see the original texture underneath the paint. The bump under the graffiti is accurate.

There are better instances where you might want to use separate bump maps.

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michaliszissiou

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Reply with quote  #4 
Thanks tyro, BTW the texture is seamless, from some ruins in athens and feel free to use it if you like it. 

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There are better instances where you might want to use separate bump maps.

Of course but see what has happened to these graffitis here. On the v1 render of this subject I had to use separate maps. Inverting the B&W bumpmap inverts the effect anyway. 
To use multiple render passes is a nice solution, render times are not bad as in most cases a second and a third pass is without reflections or many lights etc. 
What I like is that I can use two suns! 
Multiple pass render is a solution for everyone likes to experiment with AO. Just use a LEM without cast shadows in clay mode and combine this (multiply or overlay or even screen) with the raw basic render. I'll post something soon. This could improve renders on corners, ceiling etc 

doll

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Reply with quote  #5 

You might also consider Z-Born Toy... it seems like it would be pretty handy for the effect you're describing. Thanks,

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urbanjourney

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Reply with quote  #6 
How about creating a ripple effect in water using Podium - this is shown as a fairly easy process in Vray (see tutorial ink) but possible using Podium?

[Tutorial] Create Realistic Water with Ripples Effect
bigstick

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Reply with quote  #7 
This will work almost exactly the same in Podium, but it's much easier. I did something like this a couple of days ago.

For water you can use any image for water, for the material settings, use D0//T80/R20

The best images to use for water are seamless fractal noise, or clouds.

Set bump to 1 or 2 - no higher

Turn refraction on, start with the water setting

Depending on the angle of view, you may need to modify the transparency and reflection settings.

You can also turn caustics on, but as a rule, you generally need them off for the overwhelming majority of scenes.




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urbanjourney

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Reply with quote  #8 
Thanks so much Bigstick - this will be an enormous help. I'm an avid user of Podium for Landscape Design and although it's really just a nice presentation tool for me, I get addicted to trying to create as much realism as possible hence spend so much time on it.
I do have another question on rendering times so will post in that forum
Thanks once again.
Nick00

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Reply with quote  #9 
There's also a water material in the browser. It uses a simple caustics textures which makes the waves.
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