bump maps and aging texture layers

 
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XU-22



Joined: 26 Sep 2006
Posts: 7

PostPosted: Thu Sep 28, 2006 5:12 pm    Post subject: bump maps and aging texture layers Reply with quote

Hi there!

Here are two suggestions to improve Bricks'n'Tiles:

(a) At the moment there is no easy, I mean empty-
headed way to get the appropriate bump map to the
generated brick texture. Nomally, I ended with two
*.brick files - one brick file for the texture
itself and another brick file for the greyvalue
bump map (+ normal map). Confused

I thick it would be handy if there is a new tool tab
or menu item aka "generate height map from texture"
with appropriate tool settings and adjustment
sliders to get the bump map on a more direct
approach. So you don't have to go the loop way via
the build-in image editor (CTR-E). And the whole lot,
i.e. texture and bump map project settings are
stored in one single *.brick file. Razz

(b) Normally the generated brick textures are
lookin' a bit antiseptic and unnatural clean (see
the image "Voelkerschlachtdenkmal"). Confused
Oh, yes of course, this is due to the "cleanliness"
of the underlying brick and mortar images. Cool

I think it would be a great improvment of the
generated textures if one have the opportunity to
load external weathering or aging textures the same
way one load a single brick or mortar image.
The weathering or aging textures builds-up a somewhat
shading top texture layer with a fine-tuneable
opacity. Razz
(... and you'll find an appropriate algorihtm to
save seamless texture tiling Wink )

--

XU-22
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MrSparkle
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Joined: 05 Jan 2006
Posts: 89
Location: Leipzig, Germany

PostPosted: Fri Sep 29, 2006 8:45 am    Post subject: Reply with quote

Hi!

Thank you for sharing your ideas here! I totally agree with (a) but I don't agree with (b) and I try to explain why:

The next version of Bricks'n'Tiles will definitely have the ability to manage different texture layers in one brick file. This will make it easier to create brick textures with the appropriate bump / normal maps, specular maps or different color maps. Nevertheless, Bricks'n'Tiles is not made to automatically create bump maps from the brick textures (although it works in some situations). You will achieve better results if you create your own bump maps for the brick and mortar textures and combine them using Bricks'n'Tiles.

Adding a dirt map layer to a seamless texture doesn't make much sense, because this would cause a strong tiling effect. Since a dirt map has a completely irregular structure you cannot apply them to tileable texture maps. If you want to have a brick texture with some dirt and other natural artefacts, you should use a conventional brick texture, created from a photo of a brick wall.
But in most cases, these textures don't look nice when they are used as tiles, because you will notice a regular pattern resulting from the dirt etc.

That's why I started writing Bricks'n'Tiles. It creates a clean and perfectly tileable brick texture, which you can use in your 3d-or-whatever application as a base texture. Then you can add a dirt map to your tiled brick texture which looks far more natural than a tiles dirt map.

Hope you could follow my explications Wink I'm going to add some pictures that illustrate the problems I tried to describe...

Bye,
Christian
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MrSparkle
Site Admin


Joined: 05 Jan 2006
Posts: 89
Location: Leipzig, Germany

PostPosted: Fri Sep 29, 2006 9:22 am    Post subject: Reply with quote

Here are the pictures that illustrate the tiling effect when using dirt maps:


This is a brick texture combined with some dirt. The same texture tiled three times in both direction looks like this:


If you apply the dirt map after tiling the brick texture (that is, not repeating the dirt map), it looks more convincing Wink



Last edited by MrSparkle on Mon May 25, 2009 3:26 pm; edited 2 times in total
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XU-22



Joined: 26 Sep 2006
Posts: 7

PostPosted: Sat Sep 30, 2006 8:49 am    Post subject: Reply with quote

Hi Christian,

I totally agree with you, of course - in genaral.

But let me say: Bricks'n'Tiles is such a great tool
to generate a wide range of high quality brick
textures. It gives the user the possibility to
produce individual textures from small to even very
large texture size.

Therefore, in some cases maybe one only need a few
or even one large single brick texture tile to work
with a particular (close-up) scene.

In such a case it might be handy to some people to
have the opportunity, within Bricks'n'Tiles, to load
a weathering or aging layer on top of the clean
brick texture. So they don't have to fiddling around
with uv-mapping coordinates in their 3-d render
applications. (As you know rendering 3-d scenes can
be very time-consuming ... sometimes Wink )

So my suggestions with that topic was that you don't
say: "Listen Buddy, in general it doesn't make much
sense!" - but let the user decide if it is feasible
or not for a particular rendering task?

--

XU-22
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MrSparkle
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Joined: 05 Jan 2006
Posts: 89
Location: Leipzig, Germany

PostPosted: Sun Oct 01, 2006 4:08 pm    Post subject: Reply with quote

Hi XU-22,

yeah, probably you're right and I wish I had the time to implement all the features one could use the create and edit brick textures. I could spend hours and hours to program a PhotoShop clone that has all tools and filters one could ever need. But I think that I rather develop a small application that concentrates on creating brick textures which one can use as base material for creating own textures and materials.

For creating dirt maps, you should really use applications that have functions you need to create dirt maps Wink I think PhotoShop (or PaintShopPro, which I personally like more than PS) have all the functions. You can find all kind of dirt maps and textures around the internet, so you just need to combine them using any image editor you like (even the free Paint.NET could do this).

In the next version of Bricks'n'Tiles, I will integrate some more image editing functions, maybe also image layers. I guess, in most cases, theese functions will allow you the apply convincing dirt maps to the brick textures.
But the main purpose and also the most improvements will concern the actual creation of brick textures. Currently I'm working on a 3d preview function and some methods to increase the texture creating process using the capacities of the graphics adapter's GPU. I hope this will speed up the generation especially of high resolution textures and allows an easier workflow.

However, your considerations are really helpful and will be taken into account in the further development!

Christian
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