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    [Plugin] Normal Map Maker

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    • N Offline
      notareal
      last edited by

      Neat!

      Welcome to try [Thea Render](http://www.thearender.com/), Thea support | [kerkythea.net](http://www.kerkythea.net/) -team member

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      • GaieusG Offline
        Gaieus
        last edited by

        Thanks Didier, too! πŸ‘

        Gai...

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        • Didier BurD Offline
          Didier Bur
          last edited by

          Hi,
          Here is my contribution to this nice idea.
          I hate commands in the console, etc, so I've made it a plugin.

          It sets temporarily the display style without edges and edges profiles, resets it after the tool has ended.
          It restore all the original materials of the faces and also purge unused materials.
          You'll find the command under the File menu -> Export normal map

          @Chris: I hope you don't mind me tweaking your script...

          EDIT: modified on Dec. 8th 2010(menu option not working)


          Unzip in Plugins Folder

          DB

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          • Didier BurD Offline
            Didier Bur
            last edited by

            Hi,
            Just edited the script and re-uploaded it, because the menu option was not working.
            Sorry for the inconvenience,

            DB

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            • T Offline
              tomasz
              last edited by

              It is a nice step forward!

              I was thinking about using TIG's Java solution and produce a PNG with proper aspect ratio and without modifying the original materials. I don't know how to calculate smooth normals over a whole face when an edge is smoothed in SU, but I bet it can be done.

              Author of [Thea Render for SketchUp](http://www.thearender.com/sketchup)

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              • TIGT Offline
                TIG Moderator
                last edited by

                I've been thinking about using a jar to mimic 'make_unique' for skewed textured materials etc as exporting these with correct UV mapping to tri-faces is not possible [or at least I don't know how to do it] - the way the built-in OBJ exporter copes is to make special versions of the texture image files that have non-exportable distorted UV-maps [from skewing etc] and then use those as a non-distorted image in the OBJ code... It's relatively easy to distort the width/height of an image in java BUT skewing is more tricky - but possible... e.g. http://www.jhlabs.com/ip/distorting.html and http://www.jhlabs.com/ip/filters/index.html or http://java.sun.com/products/java-media/jai/forDevelopers/jai1_0_1guide-unc/Geom-image-manip.doc.html

                TIG

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                • thomthomT Offline
                  thomthom
                  last edited by

                  @tig said:

                  I've been thinking about using a jar to mimic 'make_unique' for skewed textured materials etc as exporting these with correct UV mapping to tri-faces is not possible [or at least I don't know how to do it] - the way the built-in OBJ exporter copes is to make special versions of the texture image files that have non-exportable distorted UV-maps [from skewing etc] and then use those as a non-distorted image in the OBJ code... It's relatively easy to distort the width/height of an image in java BUT skewing is more tricky - but possible... e.g. http://www.jhlabs.com/ip/distorting.html and http://www.jhlabs.com/ip/filters/index.html or http://java.sun.com/products/java-media/jai/forDevelopers/jai1_0_1guide-unc/Geom-image-manip.doc.html

                  Sketchup::TextureWriter allows you to write out distorted images. If you load a face with distorted texture to the TW and write it out it'll save a modified version of it. Oddly enough, it doesn't seem to work the same way for skewed, scaled etc - then the texture is the original texture. πŸ˜•

                  Thomas Thomassen β€” SketchUp Monkey & Coding addict
                  List of my plugins and link to the CookieWare fund

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                  • TIGT Offline
                    TIG Moderator
                    last edited by

                    And it's the skewed one we want! πŸ˜’

                    TIG

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                    • thomthomT Offline
                      thomthom
                      last edited by

                      ah... 😳

                      But a skewed texture only needs three co-ordinates - why are these troublesome for triangles?

                      Thomas Thomassen β€” SketchUp Monkey & Coding addict
                      List of my plugins and link to the CookieWare fund

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                      • TIGT Offline
                        TIG Moderator
                        last edited by

                        @thomthom said:

                        ah... 😳
                        But a skewed texture only needs tree co-ordinates - why are these troublesome for triangles?

                        Maybe I use the wrong wording... it's textures that are somehow rotated/skewed/sheared that need four UVs ?

                        TIG

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                        • thomthomT Offline
                          thomthom
                          last edited by

                          Only distorted textures needs four points.

                          Normal size (based on material width and height): 1 point
                          Uniformly scaled: 2 points
                          Non-uniformly scaled: 3 points
                          Skewed - sheared: 3 points
                          Distorted: 4 points

                          Thomas Thomassen β€” SketchUp Monkey & Coding addict
                          List of my plugins and link to the CookieWare fund

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                          • TIGT Offline
                            TIG Moderator
                            last edited by

                            It's distorted then - do you mean that we CAN export these already using a TW and the material's actual face front-material?
                            If so, how do we 'know' a face has a 'distorted' texture as opposed to a 'skewed' or 'rotated' one ?
                            Let's say I have a face with a material that has its texture distorted and some other faces use that material 'undistorted'.
                            The material is exported 'undistorted' and used with most faces with the simple 3-point UV-mapping...
                            I need to know how to find which face has which type of texture, then if it's distorted then export that texture as a 'variant' using the TW with the very face, and then use that image-file for that face in the exported data.
                            Is this what the built-in OBJ-Exporter does when it makes distorted texture files for some faces...

                            The main issue is how do I tell if a face's material's texture is 'distorted' and needs this extra step... πŸ˜•
                            It would greatly improve my OBJexporter and some 3rd party tools I am involved with...

                            TIG

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                            • A Offline
                              AcesHigh
                              last edited by

                              sorry for the stupid question but...

                              1 - whats the advantage of normal map over bump and displacement maps (both of which can use the same grayscale bitmap)?

                              2 - VRAY doesnt use normal maps, does it?

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                              • thomthomT Offline
                                thomthom
                                last edited by

                                @aceshigh said:

                                1 - whats the advantage of normal map over bump and displacement maps (both of which can use the same grayscale bitmap)?

                                http://www.spinquad.com/forums/showthread.php?4478-Normal-maps-vs.-Bump-maps&s=157424c55a8e268f44d84e57618a04cb&p=54371&viewfull=1#post54371

                                http://i192.photobucket.com/albums/z232/Z-trooper/Modelling/mappings.png

                                a) is a bump map
                                b) is a parallax/normal map
                                c) is a relief map (normal map with self shadowing)

                                @aceshigh said:

                                2 - VRAY doesnt use normal maps, does it?

                                Not sure what V-Ray 2 does - but the version V-Ray for SketchUp currently use doesn't.

                                Thomas Thomassen β€” SketchUp Monkey & Coding addict
                                List of my plugins and link to the CookieWare fund

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                                • T Offline
                                  tomasz
                                  last edited by

                                  @tig said:

                                  The main issue is how do I tell if a face's material's texture is 'distorted' and needs this extra step... πŸ˜•
                                  It would greatly improve my OBJexporter and some 3rd party tools I am involved with...

                                  http://forums.sketchucation.com/viewtopic.php?f=180&t=23947&hilit=distorted&start=60#p204899

                                  Author of [Thea Render for SketchUp](http://www.thearender.com/sketchup)

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                                  • PixeroP Offline
                                    Pixero
                                    last edited by

                                    @aceshigh said:

                                    1 - whats the advantage of normal map over bump and displacement maps (both of which can use the same grayscale bitmap)?

                                    A bumpmap is like: Hey, change your normal (surface direction) by this grayscale amount!
                                    A normal map is more like: Yo, use this normal instead of your old one!

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                                    • T Offline
                                      tspco
                                      last edited by

                                      I just downloaded and installed this plugin, but it doesn't seem to work, I am sure I missed something, nothing shows up in the plugins menu. Anybody have a step by step?

                                      SU make 2017, /Twilight Render Hobby
                                      Windows 10,64 bit,16GB ram, quad core Athlon 3.6 gHz proc. Anything else you want to know, ask me.

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                                      • R Offline
                                        RepulsiveBoy
                                        last edited by

                                        @tspco said:

                                        I just downloaded and installed this plugin, but it doesn't seem to work, I am sure I missed something, nothing shows up in the plugins menu. Anybody have a step by step?

                                        It doesn't work for me either 😒

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                                        • D Offline
                                          driven
                                          last edited by

                                          hi, did you look in the right place?
                                          UI.menu("File").add_item("Export normal map")
                                          john

                                          learn from the mistakes of others, you may not live long enough to make them all yourself...

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                                          • TIGT Offline
                                            TIG Moderator
                                            last edited by

                                            Didier's version says this quite clearly
                                            @unknownuser said:

                                            You'll find the command under the **File** menu -> Export normal map
                                            πŸ˜’

                                            TIG

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