CompuServe Thread

Bump map flip flop

9 messages in this thread
#75406From: David StinnettJan 11, 1994 12:25 AM
I've just run into the annoying habit of the renderer to reverse the effect of a planar projected bump map as it passes through the center of an object, leaving one half of the object with a reversed bump map and a seam right down the middle. The object I'm working on has to be planar mapped, and I've tried placing the map icon dead center and making the material 2-sided, but to no avail. Aside from detaching the faces into a separate object and mapping from the opposite side (or making the bitmap negitive), which I'm about to try, is there an easy workaround to this problem? Was this the way it was designed to work, or was it just an oversight? Help!
#75685From: Yost GroupJan 11, 1994 11:49 PM
Bump mapping just works that way. As the planar map passes to the opposite side, the UV's are reversed. If you want to map through an object without getting that effect, you've got to split it, flip the mapping coordinates, and then map it from the back. – G
#75715From: David StinnettJan 12, 1994 2:27 AM
>>you've got to split it, flip the mapping coordinates, and then map it from the back. I had already tried flipping the coordinates and applying it to one half, but I couldn't seem to get it right (the bitmaps would have to be flopped for that side as well). I did however work it out. What I ended up doing was splitting the object, and without touching the map coords, applying a second material to one half. The new material is identical to the first, except in the bump map options, I hit the negitive button. Works like a charm. The only drawback is having to manually weld the verts back together to get the smoothing back across the split. Not that much trouble for this object, but I've got another large, complex model that that needs several different mapping coords applied to various parts, but it needs to remain a single, solid object because it's entire surface has to be smoothed. It can (and will) be done, but I've got alot of welding ahead. I've got a few wishlist items on that subject, but I'll save them until 4/1. David
#75734From: Phillip L. MillerJan 12, 1994 6:26 AM
David, With R3 you DON'T have to split the object and apply different mapping – Simply apply the mapping coordinatec ONCE and apply a differnet MATERIAL to the reverse side – this material would be identical to the first except the bump map is given a NEGATIVE parameter (innies are now outies). No more memory consumption because the same bitmap is used twice and most importantlly the object is still welded. Works great – try it. – Phil
#75862From: David StinnettJan 12, 1994 8:21 PM
I had already figured the negitive part (see my reply to Gary), but I have been dealing with mapping so much lately that I didn't even consider applying the second material to the selected faces without splitting it into a separate entity first, because its stuck in my mind that you can't apply coordinates to selected faces. I forgot you CAN apply a material. Of course I already did it lastnight, but it only took a few minutes to split, reasemble and reweld. However, this does not help with the large mesh I am about to get back to, as it needs different materials AND coordinates applied to the limbs. So I think I'd better light the torch and put on the welding goggles.<g>
#75976From: Phillip L. MillerJan 13, 1994 6:13 AM
David, Be careful about welding previously mapped meshes – the faces that are welded will have their mapping distorted to some extent. The only reason to weld is if you need the surfaces to smooth over one another (or work in an animation together). Always a tough nut – best of luck!
#76127From: David StinnettJan 13, 1994 7:00 PM
Phil, That's why when splitting an object for mapping purposes, I NEVER move anything. That way, when its welded back together, no faces are stretched. Regarding smoothing, thats become a source of alot of headaches (and work) lately. Maybe I should just stay away from the "organic" models…. Nah! That would make life too easy! Thanks for the tips. David
#76258From: Phillip L. MillerJan 14, 1994 6:35 AM
You probably know this, but mappping coordinates can become distorted without any actual mesh movement once a (single) vertex weld has been made. Now if we could only acquire mapping from the face level, or at the very least the element level, and be able to apply it at the face level we would be in ok shape. BIG wish list item that I think all would agree on and has been a constant modeling headache for the last three years. Organic models? Actually it sounds like fun!
#76382From: David StinnettJan 14, 1994 7:12 PM
Phil, >>You probably know this, but mappping coordinates can become distorted without any actual mesh movement once a (single) vertex weld has been made. Actually, I didn't. I havn't noticed that on the quick tests that I've done, but thats probably due to the high face detail in combonation with low map detail in the weld areas. I hope it doesn't become a problem, but I think it'll be fine. >>Organic models? Actually it sounds like fun! Actually… it is! <g>