michaliszissiou
Art Master
Registered:1233681000 Posts: 1,571
Posted 1284944062
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#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
Picture_1.png
(35.17 KB, 1638 views)
walltex_4_bump.jpg
(349.43 KB, 1647 views)
BumpTest.jpg
(240.19 KB, 1636 views)
Attached Files
bumpTest.skp
(491.65 KB, 162 views)
Tyro
Storyteller
Registered:1175870339 Posts: 884
Posted 1284960937
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#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
Moderator
Registered:1165246934 Posts: 10,495
Posted 1284963721
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#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
Art Master
Registered:1233681000 Posts: 1,571
Posted 1284977101
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#4
Thanks tyro, BTW the texture is seamless, from some ruins in athens and feel free to use it if you like it.
Quote:
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
Registered:1286178875 Posts: 10
Posted 1286252457
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#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
Registered:1415284918 Posts: 33
Posted 1415324942
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#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
Moderator
Registered:1165246934 Posts: 10,495
Posted 1415345425
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#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
Registered:1415284918 Posts: 33
Posted 1415353184
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#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
Maître érudit
Registered:1233619430 Posts: 3,296
Posted 1415631778
· Edited
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#9
There's also a water material in the browser. It uses a simple caustics textures which makes the waves.
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