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Pegot
Posts: 15
I just upgraded to FF9 to generate some height and other maps for non-square images (which Substance tools can not do at this point).

I am not creating any filters or modifying old filters for PBR. I just need to generate high quality height, normal, and roughness or specular maps for some very large NASA world Equirectangular images (to be used as maps for Octane Render's Planetary atmosphere system).

What is the procedure or node set up for doing this (loading the RGB image and generating the PBR maps for it)?

Thanks!
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emme
Posts: 718
Filters: 8
What maps do you have available? Just color? It's not possible to generate any real height or specular data from a color map, so you'll just have to improvise. Create a new filter, load in whatever maps you have and manipulate them in some way to approximate the other maps. Using the PBR filter type in the result component, connect the maps into their corresponding inputs and export the PBR maps.

I think NASA has at least color, height and land/water maps available, so you should use those if possible. FF will generate a normal map from height. Specular reflectivity and roughness can be approximated by combining the land/water and color maps.

If you need help, let me know.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
I do not know how to do it with FF if you are not using any already built filter but I have some possible suggestions

If you already used Substance, have you tried to use the Bitmap2Material that converts a source image to the needed render maps to be used as a 3D texture ?

Or if this does not work I have seen that the 3D knaldtech software can maybe do it

Quote
Knald is a ground breaking, standalone, ultra-fast GPU powered solution for generating incredibly high quality textures from high to low polygonal meshes via The Baker or any 2d source texture, such as photographs & Heightmaps, from the real-time Color To Normals mode & the Normal & Height Maps provided by The Integrator.


https://www.knaldtech.com/

Or maybe you can read this thread that maybe perhaps could be useful

Better way of making Heightmaps and Normal maps
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Pegot
Posts: 15
Thanks for the feedback emme and SpaceRay.

I was able to find the maps I needed on the NASA Blue Marble repository, which I had missed the first time looking. But I’d still really love to see if there is anyway to do this in FF and what the setup might be. I haven’t done anything with FF nodes beyond the most rudimentary stuff.

I did try loading the image inside a filter using a set up as in the attached screen shot but got strange results. I imagine I really need to know what the different components do in order to effectively manipulate the input image for best results. Substance Bitmap2Material and its newer replacement, Alchemist, are great but they can only output power of 2 square images. They can’t be used for non-square panoramic images.

Thanks for the links SpaceRay – will read up to see what else I can do. Photoshop has a convert to Height map (or Normal Map) filter that worked ok. I just thought FF would already have had such a built-in component that might offer better controls. I also tried a Mac program called PBRtist (which integrates really well with Cheetah 3D). It can output non-square images but apparently can’t handle huge size panos.

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emme
Posts: 718
Filters: 8
Here is a simple setup to get you started. Allows you to export albedo, height, specular, roughness and normal maps. It's up to you how you want to generate the spec/roughness maps, but generally oceans should be high reflectivity / low roughness and vice versa for land.

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Pegot
Posts: 15
This is very helpful, thanks emme!
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