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    [Plugin] Normal Map Maker

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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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                                      • T Offline
                                        Tuttlet
                                        last edited by

                                        Great to find this Normal Map script. Thanks.

                                        I found that slows down if you have the Materials Windows open to "In Model" textures. So remember to have that closed.

                                        Was there any way to get a bump map from this ruby? I found some threads relating to bump mapping in Sketchup, but nothing conclusive, unless I missed it
                                        http://forums.sketchucation.com/viewtopic.php?f=180&t=18024&start=15
                                        http://forums.sketchucation.com/viewtopic.php?f=180&t=16660&hilit=plugin

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                                        • GaieusG Offline
                                          Gaieus
                                          last edited by

                                          You can quite easily create bump maps from (raw) geometry if you project a greyscale image from one side and then export an image from the other side.

                                          Gai...

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                                          • Bob JamesB Offline
                                            Bob James
                                            last edited by

                                            Just browsing through, got interested, and don't understand your reply.

                                            @gaieus said:

                                            You can quite easily create bump maps from (raw) geometry if you project a greyscale image from one side and then export an image from the other side.

                                            project (from what onto to what?) a greyscale image from one side (of what?)

                                            export an image from the other side (of what?)

                                            i7-4930K 3.4Ghz, 2x GTX780 6GB, 32GB DDR3-1600 ECC, OCZ Vertex 4 500GB, WD Black 3TB, 32TB NAS, 4x 27" Monitors, SpaceMouse Pro, X-keys XK-60

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