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    [Plugin] Normal Map Maker

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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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                                          • T Offline
                                            Tuttlet
                                            last edited by

                                            I believe this is the procedure:

                                            1. Make a rectangle with a greyscale texture in the z direction, scale it to 1.001 to ensure the top face is white

                                            2. Make the texture a projection
                                              Bump12.jpg

                                            3. Select and apply the texture to the model
                                              Bump3.jpg

                                            4. Set the time to noon, date to 3/21, location to near the equator (in File, Geo-location). Set light & dark to 100

                                            5. With a parallel projection and no edges, the top view is your bump map
                                              Bump45.jpg

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