Wire frame render
Wire frame render
I am trying to create a render similar to this...
Can Raylectron do it.
Re: Wire frame render
So far I have tried a SketchUp screen capture, not sure if that will satisfy clients.
Re: Wire frame render
Yes you can, but only if you use Performance mode and OpenGL (from the Option menu), not exactly like that, select wiremesh from the "OpenGL view" menu, but it has transparency which you don't want. Let me have a look.
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Re: Wire frame render
Hi, you could also do a clay render, in setchup, wireframe, export as 2D graphic and overlay in photoshop, You just need to do them from the same scene in sketchup and show hidden . I have done this myself and it can look pretty impressive
Re: Wire frame render
will Sketchup export the wiremesh with transparent background?
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Re: Wire frame render
No, I did that in photoshop
Re: Wire frame render
I tried the OpenGL + performance mode wire frame setting - not what I'm looking for.
Do you have a sample?
I may use this option for the time being - just a SketchUp capture.
Do you have a sample?
I may use this option for the time being - just a SketchUp capture.
Re: Wire frame render
The wireframe in Skp is the same as in Raylectron, transparent. Let me see if I can get Raylectron to show the wireframe mesh while keeping the solids.
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Re: Wire frame render
Practicing a few clay renders (and then overlay SketchUp capture of wire frame in Ps).
I have an issue with the texture file taking priority over the normal and specular maps. I am rendering an art print and using normal and specular maps of simple art paper (exaggerating the bump depth here for clarity), which I though would over ride the texture being used as the bump map. In this example the texture is clearly being used as the bump map, when I wanted a different normal map and or specular map to determine the bump surface. This is certainly not mission critical, maybe more important an issue on other projects.
The effect should be just like an artwork being printed on a water colour paper, where you can see the texture of the paper through the printed artwork.
Image of the texture:
Screen capture, showing settings during clay render:
I have an issue with the texture file taking priority over the normal and specular maps. I am rendering an art print and using normal and specular maps of simple art paper (exaggerating the bump depth here for clarity), which I though would over ride the texture being used as the bump map. In this example the texture is clearly being used as the bump map, when I wanted a different normal map and or specular map to determine the bump surface. This is certainly not mission critical, maybe more important an issue on other projects.
The effect should be just like an artwork being printed on a water colour paper, where you can see the texture of the paper through the printed artwork.
Image of the texture:
Screen capture, showing settings during clay render:
Re: Wire frame render
The specular map is only an overlay that decide the regions to use as shine, the darker the region in the map, the less shine, the brighter the more shine, black = 0% shine and white = 100% shine, the specular map doesn't produce any bumps, only a normal or bump map will do that.
What is your intent with the specular map?
What is your intent with the specular map?
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Re: Wire frame render
The specular map is meant to add a bit of sparkle / visibility to the paper texture as the bump depth would normally be set to .5 or less.
The normal map in the settings screen capture above is a paper texture, but the image texture (of the art work) is creating the bump terrain in the clay render.
Is there a way to set the bump to the normal map only, apart from deleting the texture image for a clay render?
The normal map in the settings screen capture above is a paper texture, but the image texture (of the art work) is creating the bump terrain in the clay render.
Is there a way to set the bump to the normal map only, apart from deleting the texture image for a clay render?
Re: Wire frame render
When you load a normal map, the bump will be taken from it, not from the texture itself. When there is no normal map loaded, it will use the texture. You can test this by loading a checker board normal map and you will see the bumps will be checkered. To make sure you are using a real normal map, is the map all blue looking?
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Re: Wire frame render
Yes - the normal map is a bluish colour. I create my own in PhotoShop from the original textures. I have used many of my own and I haven't had a problem before. Bear in mind though, this is a normal map of paper texture which is very fine.
This is a close-up of the normal map:
This is a close-up of the normal map:
Re: Wire frame render
The only significant difference between this normal map and most that I make myself is this one is 1880 x 1880. Many I do are less than 1000 x 1000.
Re: Wire frame render
The normal map should be exactly the same size as the texture. Since you made it from the texture because it uses the same UV coordinates as the one from the texture, I assume it is? How does your specular map look like?
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Re: Wire frame render
Yes - all maps in this set are the same size - 1880 x 1880. Is there an upper limit to map res for Raylectron.
Re: Wire frame render
no there are no limit in size.
Since the artwork has bump map on it, can you just apply a shine without the specular map? because the specular is only used to shine specific areas, in this case, all over the place.
Since the artwork has bump map on it, can you just apply a shine without the specular map? because the specular is only used to shine specific areas, in this case, all over the place.
Your support team.
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Re: Wire frame render
The specular is still a little experimental, possibly unnecessary.
The normal is not the same size / resolution as the texture used. If I cropped the normal to the same size / resolution as the texture, would it then take priority, and create the bump for the art texture?
The normal is not the same size / resolution as the texture used. If I cropped the normal to the same size / resolution as the texture, would it then take priority, and create the bump for the art texture?
Re: Wire frame render
When the normal map is of the same size as the texture, then you know exactly where the bumps will be, otherwise, it will be much different as the UV for the texture is also used for the normal map. If you have generated the normal map from the texture in PS, you should save the map at the exact same size as the texture used to create it. You can then overlay the texture over the normal map with a 25% transparency and modify the normal map to edit the bump levels in key areas.
The specular map is usually used on roads for example, to create water spots, or wallpaper where a strip of it is suppose to be shiny but not the rest, like a gold strip or something like that.
The specular map is usually used on roads for example, to create water spots, or wallpaper where a strip of it is suppose to be shiny but not the rest, like a gold strip or something like that.
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Re: Wire frame render
You're saying the texture UV is also used for the normal map. But the normal map has detailed bump info for UV and W - it is over ridden?
The point of this exercise for me, is to create a paper bump for an image as per what I have uploaded (a normal from a water colour paper texture, bumping an art image texture).
As I mentioned initially, this is not very important to this project, just interested in understanding the inner workings.
The point of this exercise for me, is to create a paper bump for an image as per what I have uploaded (a normal from a water colour paper texture, bumping an art image texture).
As I mentioned initially, this is not very important to this project, just interested in understanding the inner workings.
Re: Wire frame render
The texture UV has nothing to do with bumps, it is only a mean to know where in the texture Raylectron should pull the pixel to fill the face the texture is to be applied to. In other words, a triangle has a UV mapping for the 3 vertices, given that, we can find the UV coordinate of any point on that face. The texture UV starts at 0,0 at the bottom/left and ends at 1,1 at the top/right, the UV coordinate from the face can than pick the right pixel from the texture. If the normal map is of different size, the wrong pixel will be used and bumps will not appear at the right place, that's why it's important to use the same size. Bumps from the normal map are pulled from the pixel RGB color at a UV point. The RGB color define the orientation of the face normal at that point, the UV only define where that point is in the image.
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Re: Wire frame render
I edited the normal to the same dimensions as the texture file and the bump was corrected to the normal map surface, removing the texture surface bump.
A successful result.
A successful result.
Re: Wire frame render
Great, but what do you mean by "removing the texture surface bump"?
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Re: Wire frame render
My terminology may be off a bit.
In the render I posted previously in this topic (with settings visible) you can see that the texture determines the bump in the render (where the artwork was). When I changed the normal to the exact dimensions of the texture, the normal then determined the bump in the render. (the bump in the render changed from showing branches, etc. to showing the paper surface bump from the normal map).
In the render I posted previously in this topic (with settings visible) you can see that the texture determines the bump in the render (where the artwork was). When I changed the normal to the exact dimensions of the texture, the normal then determined the bump in the render. (the bump in the render changed from showing branches, etc. to showing the paper surface bump from the normal map).
Re: Wire frame render
oh I got you. Can you post a screen shot of the final render once you're done? I'd love to see the result.
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