I find that it's best to overdo things a little so you have a wider range of texture options when you create your material. Whichever plug in you use, you can use the bump texture created above as the basis for your normal map. There is a basic plug in by Nvidia, bit if you want more control then nDo works very well. You can create normal maps from scratch in Photoshop, but it's frankly a lot easier to use a plug in. The results should be more precise and much cleaner. Finally add a slight Gaussian blur as before. Fill the base layer with white and flatten. To get a cleaner look use the circular marquee tool to create precise circles on a new layer and line them up with those in the original texture. When it comes to applying the displacement map to your Thea material, you may find that the displacement is a bit rough around the edges (see below). You don't want to displace all the fine detail, so use the marquee tool to block fill everything but the holes and then use a small soft brush to paint out the remaining detail surrounding the holes.įinally soften the edges with a little Gaussian blur (Filter>Blur>Gaussian blur). Bear in mind that the white areas will be displaced and the black areas will be recessed. Adjust the slider until all you can see are nice clean casting holes. You can use your bump texture as the basis for a displacement map. If you don't want a lot detail then you can exaggerate the light tones even further with some added contrast. Reflectance Mapsįor the reflectance map you start by desaturating your seamless texture (Shift + Ctrl + U) and then use levels to exaggerate the contrast in the dark range.įor bump use the same technique, but shift the tones towards the lighter range. You can however achieve perfectly acceptable results using image editing software like Photoshop. When creating these textures I personally prefer to use an application such as Shadermap, Pixplant or Crazy Bump, as you can change textures on the fly and preview how they will appear in your rendering application. I'll now go over the process of creating reflection, bump, displacement and normal maps for use with Thea Render and other 3D rendering software packages. ">Part 3 - Reflectance, Bump, Displacement Maps
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