Bump Mapping

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11

Bump Mapping

by jojoa1997 » Mon Sep 02, 2013 14:44

How do I make bump map Textures. Is there a way to do it in gimp or do I have to make them by hand.
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

User avatar
philipbenr
Member
 
Posts: 1665
Joined: Fri Jun 14, 2013 01:56
GitHub: philipbenr
IRC: philipbenr
In-game: WisdomFire or philipbenr

by philipbenr » Mon Sep 02, 2013 15:14

You can do it in gimp. or in 0.4.8 when it comes out if it has the feature.

Image

look at that. from a scaled and smoothed desert stone to the chunky stone you might see in reality

[spoiler=how 2 in gimp]
Image

Image

Image

Image
[/spoiler]
Last edited by philipbenr on Mon Sep 02, 2013 15:23, edited 1 time in total.
"The Foot is down!"
 

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11

by jojoa1997 » Mon Sep 02, 2013 15:41

Oh cool. So how do I get the picture to be red and blue?
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

User avatar
philipbenr
Member
 
Posts: 1665
Joined: Fri Jun 14, 2013 01:56
GitHub: philipbenr
IRC: philipbenr
In-game: WisdomFire or philipbenr

by philipbenr » Mon Sep 02, 2013 15:52

???
Do you mean how to make an image one certain color?
could you tell me what you mean?
"The Foot is down!"
 

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11

by jojoa1997 » Mon Sep 02, 2013 16:00

Bump mapping in minetest needs blue and red images. Red for elevated and blue for de-elwvated areas. Look at texture packs with bump mapping and you will see what I mean.
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

User avatar
Mito551
Member
 
Posts: 1271
Joined: Sat Jun 16, 2012 15:03

by Mito551 » Mon Sep 02, 2013 16:34

jojoa1997 wrote:Bump mapping in minetest needs blue and red images. Red for elevated and blue for de-elwvated areas. Look at texture packs with bump mapping and you will see what I mean.


these are called normals.
 

User avatar
philipbenr
Member
 
Posts: 1665
Joined: Fri Jun 14, 2013 01:56
GitHub: philipbenr
IRC: philipbenr
In-game: WisdomFire or philipbenr

by philipbenr » Mon Sep 02, 2013 16:54

I will look into it. :)

I didn't know what you meant at first.
"The Foot is down!"
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

by VanessaE » Mon Sep 02, 2013 17:20

The colors in a normal map refer to the relative change in elevation from one pixel to the next.

The pixel's green channel (as in RGB) is used for the Y axis, red for the X axis, and blue for the Z axis (depth). This allows a normalmap to store three independent vectors for each pixel. This is also why they have to be PNG or some other lossless format - the channels must not blur/blend together, as would happen with a JPG image.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 


Return to Minetest Texture Packs

Who is online

Users browsing this forum: No registered users and 5 guests

cron