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Author
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Topic: Infini Map and Normal Maps (Read 7831 times)
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lwmusings
Pixlet
Offline
Posts: 17
infiniMap User
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doh, didn't answer your question about which node to use. I'm just using the standard node, the above screen shot shows what my infinimap extended node looks like, for some reason mine has no outputs. So I've never been able to use the extended node.
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Jon
Pixlet
Offline
Posts: 19
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Yup - that's the exact issue I had. I had several models textured with DP kit that got corrupted and had to load in a non-textured model and re-texture without DP kit (using my jpegs, etc.)
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lightwolf
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wow, that was a speedy response. That brings up another question, I tried the extended node, but it seems like its getting truncated visually, I can't see any of the outputs.
You can once you add an image. Since it allows you to access multiple channels within an OpenEXR image, the number and types of the outputs is dynamic and depends on the image being loaded. I've been doing some pretty extensive tests with Infinimap x64 and the x64 object tangent node. So far its been very stable but seems to slow the rendering down. I've also noticed that my RAM usage is a lot higher than I expected it would be by going through infinimap.
How close is your deadline? I could pull the implementation of normal maps forward and send you a beta. Having said that, a sample normal map and mesh would help me a lot in developing. Cheers, Mike
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lwmusings
Pixlet
Offline
Posts: 17
infiniMap User
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It's a spec project I've been tinkering with for a while so I'm not in any rush. I can send meshes, it is of an actual product on the market so I'll email it to you directly, just need your word I won't find it on some free models website.  my main scene has a bunch of models I'll see if I can bundle it up but for now I'll send one of my scenes where I generate / test the normal map. What email should I send it to? (My email is lwmusings@gmail.com)
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Jon
Pixlet
Offline
Posts: 19
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I would like to participate in this beta if possible. I too am up against a deadline on a HD project using multiple terrains all mapped with infinimap. All of my normal maps were generated as 8K TIFFs, but I'm forced to use 2048 or 4096 JPEGS as my normal maps due to the DP kit crashes. I'd love to be able to refine my project using the 8K normals to give it that needed punch. 
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lightwolf
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I've mailed both of you...
Cheers, Mike
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lwmusings
Pixlet
Offline
Posts: 17
infiniMap User
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Sweet, found it, for some reason g-mail labeled your email as spam.
Jon, have you noticed or found any advantage to using exr floating point normal maps vs jpeg2000 8-bit normals? I've been doing some tests and with my particular models and maps it doesn't seem to make any visible difference.
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Jon
Pixlet
Offline
Posts: 19
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I have Infinimap EXR, not pro - so can't answer that one for you since I'm using all EXRs for my maps.
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lwmusings
Pixlet
Offline
Posts: 17
infiniMap User
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Just wanted to post some additional info I found with the object tangent node problem. I think I've just about found a reliable way to duplicate and avoid the problem. I'll pass my findings on to Denis Pontonnier (author of DP kit) as soon as I have it fully figured out. But in the meantime the information might be useful.
So far it seems its a guaranteed corrupted object if you: Load an object, apply object tangent node to its surface / UV. Load another object and apply object tangent node to its surface / UV and save.
This also applies to the "Normal Cast" node as well. The object corrupting is definitely tied to how those two nodes select a UV. I've noticed UV's of previously loaded objects tend to hang out in those two plugins drop downs even if the previous object and its accompanying UV has been removed from the scene.
The workaround is to open a new scene, load one object and apply normal cast or object tangent nodes to the surface, save the object. Clear scene. Then load the next and repeat. In other words you must surface the objects one at a time in a separate scene in order to avoid your objects being corrupted if your using those two nodes.
Obviously the workaround is major pain but using that workflow I was able to apply object tangent node to 30 different objects and load a scene with all 30 of those objects in it.
Next up there seems to be some major memory leak going on when rendering an animation that uses infinimap to object tangent node. Its like for every frame object tangent loads the data infinimap sends it but never releases it. So the next frame it loads more data and so on.
(Keep in mind so far all testing has been on done w/ Lightwave 9.6 x64. Haven't tried 32-bit or previous versions of lightwave)
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Jon
Pixlet
Offline
Posts: 19
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good detective work on that and great for finding a workaround. Let us know how it goes when reaching to Denis.
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