Mehmet Sensoy |
Hello Dear Filter Forge users,
Assume that I have separate external texture maps such as normal map, bump map or specular map. I want to use filter forge as a renderer for final image. I know it might be a weird question but i couldn't find any software or a plugin making this. Basically imagine this filter might include several image inputs such as normal map image input, bump map image inputor specular map image input. I've tried to apply wonderful filter by Zoltan Erdokovy (Bump tool) to my needs, but there should be better more practical way to do it, So I kindly ask advanced filterforge users to help me. Best Regards. Filterforge Renderer (1).ffxml |
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Posted: April 19, 2020 5:31 am | ||||
emme |
The result component (in surface mode) acts as a 3D renderer. You can simply connect the texture maps into the inputs of the Result component (in surface mode). Bump to height, specular to reflectivity/metallic and so on. Under filter controls - Lighting - you can change the lighting settings.
Surface normals are derived from the surface height, so no need for a normal map. Or you could build your own lighting model using other components, if you're feeling adventurous ![]() |
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Posted: April 19, 2020 8:39 am | ||||
Mehmet Sensoy |
Thank you for your reply,
But what confuses me is that height maps and bump maps are different than each other. Also, many professional texture packs include normal maps rather than bump maps. So it'd be better if we can have a normal map to height map snippet. I searched the forum, there were some questions about it but couldn't come to a conclusion. For example in other forums I've found a way but I'm not sure if it's mathematically correct. They say that you need to separate R,G,B. Fill B with white, use R,G datas and blend them using overlay mode to convert normal map into a bump map. (Is it a correct way to do it?) |
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Posted: April 19, 2020 9:35 am | ||||
Mehmet Sensoy |
I have tried two ways according to a post in a forum;
and below (inside the filter, the one not connected to result) is a classical described way of separating R,G,B channels. Normal_to_Height.ffxml |
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Posted: April 19, 2020 10:07 am | ||||
emme |
A normal map can be generated from a height/bump map by comparing adjacent pixels (or samples in FF) and calculating the surface slope. FilterForge does this internally from a given height map. In this process, you gain directional information, but lose height information. It's more complicated (or impossible) to accurately do this in reverse, but there are certainly tools that can approximate this (google height map to normal map).
I checked out a few papers exploring this, but it's very math/resource heavy and requires information about how the normal map was created. Might be doable in FF, but would require quite a bit of work. Maybe you can clarify what your end goal is here? |
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Posted: April 19, 2020 11:09 am | ||||
Mehmet Sensoy |
Thanks again for your reply,
My main goal is to render seamless textures directly inside filter forge giving external normal map, specular and etc. In this case specular or height map can be directly connected to surface. But in any case normal map should be converted into height map and specular map. |
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Posted: April 19, 2020 12:11 pm | ||||
emme |
I made a simple shading setup that uses a normal map instead of a height map. It's not accurate, but can get results similar to the FF surface renderer output. If an ambient occlusion map is available, it should be used instead of the rough approximation.
I only used one set of texture maps to test this, so likely needs tweaking to work with other maps. Here is a comparison between the two. ![]() |
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Posted: April 19, 2020 4:52 pm | ||||
emme | ||||
Posted: April 19, 2020 4:53 pm | ||||
Mehmet Sensoy |
First of all it's very fast and gives quite similar results. Thank you very much, and you should publish it I guess, once again thank you for your support and time.
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Posted: April 19, 2020 5:23 pm |
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