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    • N Offline
      notareal
      last edited by

      If normal maps is created properly, it do give really really conniving results and fast (comparing to displacement). If one cannot see the silhouette of the model, I think then displacement might not give any additional benefit when comparing the cost with render time. Best results I seen are with displacement + normal mapping (no micro bump).

      If you want to resume rendering, you need both, scene and image file. Load scene first and then *.img.thea and resume from Render>Resume.

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

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      • michaliszissiouM Offline
        michaliszissiou
        last edited by

        +1 notareal
        But how to construct normal maps? Except of using sculpting tools like blender, 3dcoat or zbrush or Mb. A known plug of gimp bakes normals from image but I believe that these work as bumps, haven't seen any difference.
        Let me show you what could happen after 3 subs in geometry.
        Except if there was a way to use loops in SU modeling, but this is a wish. I know that there are subdivision plugins but this doesn't belong to SU UI exactly.


        testSUBS.jpg

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        • N Offline
          notareal
          last edited by

          Obvious way is to create normal map from a high poly model with blender or some other suitable tool, but that's not the only way. Other ways are with photography or 3d scanning.
          Also there are programs that can calculate 3d space based on few photos and then generate normal map.
          http://zarria.net/nrmphoto/nrmphoto.html

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

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          • majidM Offline
            majid
            last edited by

            thanks Notareal , verry informative

            My inspiring A, B, Sketches book: https://sketchucation.com/shop/books/intermediate/2612-alphabet-inspired-sketches--inspiring-drills-for-architects--3d-artists-and-designers-

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            • H Offline
              harnstein
              last edited by

              @notareal said:

              Obvious way is to create normal map from a high poly model with blender or some other suitable tool, but that's not the only way. Other ways are with photography or 3d scanning.
              Also there are programs that can calculate 3d space based on few photos and then generate normal map.
              http://zarria.net/nrmphoto/nrmphoto.html

              Thanks for that information- i never cared much for normal maps (as far as searching for textures on the web and creating bump maps for them worked quite well)..

              OT: now i ran into difficulties wanting to have a stacked stone wall with several stones coming out. So i 'm giving it a try to make displacement maps for that.. :OT

              Its possible building up some high-poly model (which would take ages to render eg. rocks) light them from 4 sides and export the result. Add them in PS and generate a normal map. Use diffuse lit rendering of the high-poly model as texture on flat surface and add the generated normal map.

              Maybe not the same high quality result but timesaving. Correct?

              still sketchin'

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              • N Offline
                notareal
                last edited by

                If you have high poly model you simply can bake a normal map from it with blender or some other program and use that normal map for a low poly model. No need for lighting tricks.

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

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                • michaliszissiouM Offline
                  michaliszissiou
                  last edited by

                  @unknownuser said:

                  If you have high poly model you simply can bake a normal map from it with blender or some other program and use that normal map for a low poly model. No need for lighting tricks.

                  UVs first of course. Try to have less seams-islands as possible though, they tend to be visible on normal maps.
                  To light and bake textures is a great dirty trick though, useful for less capable rendering engines than Thea. In this case prefer AO lighting only, no other lights.
                  I posted here some rocks baked this way, sometime ago. http://forums.sketchucation.com/viewtopic.php?f=81&t=31246&start=15
                  You can download the low poly rock and play with it. I also posted low def versions of bumps and normal maps, try to play with them. A 2048x2048 texture map works much better though.

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                  • Bryan KB Offline
                    Bryan K
                    last edited by

                    Wow. I really like the last image.

                    See my portfolio at https://delphiscousin.blogspot.com/

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                    • majidM Offline
                      majid
                      last edited by

                      thanx mates , for sharing. here is another gray scale using Thea CRF option.


                      5.jpg

                      My inspiring A, B, Sketches book: https://sketchucation.com/shop/books/intermediate/2612-alphabet-inspired-sketches--inspiring-drills-for-architects--3d-artists-and-designers-

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                      • michaliszissiouM Offline
                        michaliszissiou
                        last edited by

                        Wow nice one majid. ๐Ÿ‘

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                        • Bryan KB Offline
                          Bryan K
                          last edited by

                          Wow.

                          Tri-X Pan. ๐Ÿ˜ฎ

                          See my portfolio at https://delphiscousin.blogspot.com/

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                          • H Offline
                            harnstein
                            last edited by

                            Thanks michaliszissiou and noareal- good information, i was wondering what people meant when they talked about baked.. ๐Ÿ˜‰

                            Majid, great renders!

                            still sketchin'

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