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pildanovak pildanovak is offline
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Hello, I released the Bas-relief compositing node I did some time ago.
The documentation+link to a patch (against 2.49) is here:
http://wiki.blender.org/index.php/User:Pildanovak

please comment on the functionality and maybe even requests.This is a quite specific project which not many people will probably use, but I personally fount the algorithm amazing, since it helped me very much...
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#1   Old 15-Jun-09, 20:05   
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Lamoot Lamoot is offline
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Oh, I've heard of this one before, very nice stuff!

Thanks for your effort
#2   Old 15-Jun-09, 20:14   
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Lamoot Lamoot is offline
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I'm surprised this got so little attention, it seems like a really powerful addition to Blender as it opens a whole new area of 3d reliefs. Native-american indians, the Greek, Mesopotamia, the Romans, they all made this stuff and it's cool to see blenderheads can now as well

Anyway, will report it at Blendernation

One thing that got my ears pointed up is also your talk of perhaps getting crazybump functionality into Blender. I haven't used crazybump, but I heard and saw it can make really good normal maps from regular images, a lot better than what the nvidia normal map plugin can do. Not to mention all CG forums I read are crazy for it.
#3   Old 16-Jun-09, 18:45   
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Uncle Entity Uncle Entity is offline
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If I understood the math behind it I would try to incorporate the partial differential equations solver into the image->normal map texture node I've been working on. But, alas, I don't so I just use a sobel kernel ripped from the gimp normal map plugin.

Also pretty sure Kai uses the fftw lib in his ocean texture patch.
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#4   Old 16-Jun-09, 22:15   
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RickyBlender RickyBlender is offline
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it would be even better if there was any SVN for vistas 32 bits

cause i'm not really into building blender version

but i like theses bas reliefs
it would be a plus for any old classical architecture bas reilied

from the roman empire to the Greek temple and up to the dark ages churchs or the renaissance era!


that would be nice to have this feature in blender 2.5

Thanks
happy blendering
#5   Old 17-Jun-09, 03:08   
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RickyBlender RickyBlender is offline
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can anyone help here ?

i never built blender before and i'm not a programmer
so i guess that to explain how to built and get whatever is required is a lot of work for the first time and too long explian this here

but can someone do an SVN with the patch for vista windows 32 bits 2.49a

that would be fantastic to try this new feaature


thanks
Happy blendering
#6   Old 30-Jun-09, 14:21   
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bartrobinson bartrobinson is offline
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Quote:
Originally Posted by Lamoot View Post
I'm surprised this got so little attention, it seems like a really powerful addition to Blender as it opens a whole new area of 3d reliefs....
I'm not. While it's an interesting development and a good job, it seems to serve minimal purpose. I'm sure it will be nice for a few animations. Since there is displacment mapping, I don't see much use. We just need to get good render time sub-pixel, micro polygon, adaptive displacements and we're set.
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#7   Old 30-Jun-09, 19:01   
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Ysengrin Ysengrin is offline
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I'll certainly get use from the new node -- I've been using Blender for both CNC and 3D printing, and I'm already thinking of projects that this will make much easier. Now to see how big the image needs to be to bring it back in as a good height map

It also convinced me to compile Blender from source for the first time (under Ubuntu, sorry RickyBlender).

Last edited by Ysengrin; 30-Jun-09 at 21:48.
#8   Old 30-Jun-09, 21:35   
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pildanovak pildanovak is offline
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I'll upload a build to graphicall, ubuntu 8.10.

http://graphicall.org/builds/builds/...n=show&id=1050

bartrobinson: The node does something very different to just displace map a texture. It converts a discontinual z-buffer to something continuous, believe me it's something you hit at the moment you try to do such thing...

Ysengrin - nice to hear. I use resolutions from 4000 to 8000 pixels. However, I recommend to test the node with much smaller resolutions and small iteration numbers(put a scale node before the bas-relief node), and also switch the nodes completely off when changing values, since a single recompute can take up to 15 minutes.
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http://www.blenderstorm.org/qapoll/i...a/211/image/2/
#9   Old 01-Jul-09, 10:40   
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cekuhnen cekuhnen is offline
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Wow - this node is amazing.
I very much agree that this should be a must have patch.

Claas
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#10   Old 01-Jul-09, 12:28   
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RickyBlender RickyBlender is offline
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I just saw that the SVN is for Linux only

i hope you can make one for Vista 32 Bitts too!



Thanks you very much for this built

for classical architeture this is a great tool !

i;m certain a lot of other people will find it very usefull and esier to use this tool



now can you tell us if this sort of an equivalent to the script that makes a displacement map from a picture

becaue that one can produce nice displacement map but the size are huge
i mean for one small picture you can get a mesh the size of 1 000 000 vertices
and begin to makes blender sklugish a little

i will test that today thanks a lot Man

Last edited by RickyBlender; 01-Jul-09 at 13:17.
#11   Old 01-Jul-09, 13:04   
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pildanovak pildanovak is offline
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ricky - good quality conversion from images could be achieved, but I don't plan to do it yet. This is purely for transforming z-buffer to a usable relief. see the docs and pictures on how to plug in the node, I guess I will also upload my testing scene. Maybe the script could be changed to generate displacement map instead of a mesh? since then you could use a subdivided plane which would get highres only for rendering...
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http://www.blenderstorm.org/qapoll/i...a/211/image/2/
#12   Old 01-Jul-09, 13:20   
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RickyBlender RickyBlender is offline
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Are you going to upoad a built for Vista 32 bits ?


i would definitively like to give a try and see results for some basrelief for the parthenon
i got some pics of some of the basreliefs and would like to test this!

but by looking at the Wood basrelief this looks great !

but i did not see anything said about what type of pictures you need to use this new nodes
i mean is it a pic taken at angle to the bas relief or in front of it so you can see the 3D patterns with light shadows et..

if you happen to have some good technicals papers too i like to read more about this algorythm to convert pic to relief - very interesting subject

but has you wrote in wikipage with some addition this could praticaly replace Crazybump
and blender would be more independant and more powerfull!


Thanks
#13   Old 01-Jul-09, 13:34   
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blenderificus blenderificus is offline
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VERY useful patch. Thank you for your work. Here's hoping for an OSX build :-)
#14   Old 01-Jul-09, 15:04   
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mesons mesons is offline
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Where can I get the patch? The link does not work.
#15   Old 14-Oct-09, 06:06   
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pildanovak pildanovak is offline
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HI, I cleaned up my site, so I am sorry I forgot to remake this link, now the patch is on same link as originally
............................................
http://www.blenderstorm.org/qapoll/i...a/211/image/2/
#16   Old 14-Oct-09, 09:36   
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pildanovak pildanovak is offline
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weird double post,sry
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#17   Old 14-Oct-09, 10:09   
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RickyBlender RickyBlender is offline
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did you have time to make a Vista 32 bits version

i would like tot try it and see results

Thanks
#18   Old 14-Oct-09, 12:38   
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mesons mesons is offline
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Quote:
Originally Posted by pildanovak View Post
HI, I cleaned up my site, so I am sorry I forgot to remake this link, now the patch is on same link as originally
Thank you very much for your kindness.
#19   Old 14-Oct-09, 23:33   
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brianraj brianraj is offline
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Hello,

I came across this thread while looking for software that would morph 3d images into bas-reliefs. Your patch for blender looked promising. I never used blender or linux before so I am very new to it all ( I am a woodworker by trade). Anyway, I have been using both linux (ubuntu) and blender now for about a month and have come a long way. I've made a few test files and have been able to create openexr files with the proper z values imported into the file.
So now I can't figure out where to go from there. I figured it would be (or should be) a fairly simple procedure to convert the openexr file into a bas-relief image that I could then export as a stl file. Unfortunately, I am a bit confused at this point. I examined bump mapping, uv mapping, normal mapping and other mapping procedures, but they don't seem to be the correct procedure that I need--or they might be the correct procedure but I am really confused at this point (it's been a steep learning curve). Any suggestions as to how to go from here? A link to a tutorial perhaps?

Also, I thought about making my own blender build so I installed TortoiseSVN and created a repository of blender 2.49b and tried to apply the patch. The patch got "red flagged" with the linux2-config.py file. The file is there and it's in the proper directory but TortoiseSVN seems to be looking somewhere else for it or maybe the linux2-config.py file I have isn't the right revision. Of course, with blender 2.5 coming out, I was wondering if you were considering upgrading your patch to work with the new blender (once it's released as a stable build).

Thanks,

Brian R.
#20   Old 19-Jan-10, 14:11   
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