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  1. #1

    Insane Bump 2.0, overhauled Crazy bump alternative

    Hello, previously i wrote a GIMP plugins that made vivid normal maps like those produced by crazy bump, the plugin was slow difficult to install requiring many dependencies.


    Despite the poor design members of the open source community used the plugin despite me providing no support for it.


    This made overhaul the algorithm, now it runs on the GPU (fast enough for realtime preview like crazy bump) and requires no dependencies other than your installed graphics driver. It is cross platform too.


    Here is an early alpha version for you guys to play around with.














    It also produces fake AO maps saved as the alpha of the Normal map.
    LATEST VERSION
    https://sites.google.com/site/ccdsurgeon/download
    OLD VERSION
    Here is the zip for windows
    http://www20.zippyshare.com/v/56113619/file.html


    I have only tested this on linux and windows on a Nvidia card.


    Your feedback would be appreciated

    Old plugin:
    http://blenderartists.org/forum/show...ump&highlight=
    Last edited by omarblender; 26-Dec-13 at 06:36.



  2. #2
    Member comeinandburn's Avatar
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    Did you say you have a linux version? can you post a link?

    I can't wait to try it!



  3. #3
    Member Afir's Avatar
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    Wery cool!
    Need abilbty to control light angle)



  4. #4
    Member ohsnapitsjoel's Avatar
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    Maybe it's that I need to put my old Nvidia card back in, but using an ATI Radeon HD 5770 I get errors about the GLSL shader not being able to compile.
    My Website
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  5. #5
    Can you add a spec map. If remember the old script had this option.

    very useful though



  6. #6
    Can we have the source code so we can compile it in Linux?

    You should consider allowing people to adjust or turn off the specular term in the shader. Also, you should consider adding an adjustable Gaussian blur on the large-detail pass, similar to the compositing node. I noticed that the program allowed some blurring of the large-detail pass, but it was unclear to me what the parameter did, and the large-detail pass still had a blocky appearance.

    Can it save textures with 16-bit color depth?



  7. #7
    Thanks for the feedback guys.

    The ATI issue i have solved, bad code formatting on my part. I have also added a specular map option.

    The program runs the colour operations in 32bit floating point per colour component unfortanutely it can only save in 4x8bit colours which should be enough(32bit colour).

    It has been coded in linux but i cant seem to find a decent package making app for distributing the linux version, i may have to just include a dependency list and ask the user to install it.

    For the blur algorithm; I agree its not that great, I will try to add a blur resolution option

    Updated version should be out later this week.



  8. #8
    As far as packaging it for Linux goes, you could either compile it statically linked and just distribute a binary tarball for all distributions, or you could publish the source code under an open-source license and let users build it themselves. I would recommend against requiring users to install particular versions of the dependencies, since that can be a pain if you have to install too many things from source if you're using a distribution that's too new or too old.

    If I were you, I would release the code under an open-source license on Bitbucket or Github. That way, people can continue to improve the software if you decide for some reason to stop maintaining it, like you did last time, and people can maintain packages for it on any distribution. But a statically linked executable would be almost half as good.



  9. #9
    Member SaintHaven's Avatar
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    Looks promising. Controls and general implementation of usability needs some work but then again, its an early alpha.

    I would recommend downloading a demo of Marmoset Toolbag, and absorb some design choices and layout out choices. If you could do a variation of that with a focus on map generation, that would be pretty impressive.

    I also hope to see something like this built directly into Blender itself.



  10. #10
    Here is an updated version with a enhanced blurring feature for detecting large features, also has the ability to import 3d models so you can preview different meshes and textures. Should work on ATI now. A good setting is the bump intensity should be half the feature size

    http://www68.zippyshare.com/v/69106464/file.html

    Linux version coming soon



  11. #11
    Linux version
    http://www21.zippyshare.com/v/1889499/file.html



    1. The OpenGL libraries "sudo apt-get install freeglut3 freeglut3-dev freeglut3-dbg" (Note: This will install the entire GLUT development files. If you use Debian you only need libgl1-mesa)
    2. These libraries "sudo apt-get install build-essential xserver-xorg-dev x11proto-xf86vidmode-dev libxxf86vm-dev mesa-common-dev libgl1-mesa-dev libglu1-mesa-dev libxext-dev libxcursor-dev"



  12. #12
    Member Januz's Avatar
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    Hey, omarblender thanks for making a Linux version!

    I got it to work, some notes:
    - I had to copy libIrrlitch.so to a directory in my home (~/bin/Linux)
    - The map buttons in the right don't seem to do anything
    - Camera is a little too sensitive (I'm using a Wacom tablet)
    - Saving works, but there's no dialog or confirmation

    Here's the output when running in a terminal:
    Code:
     Irrlicht Engine version 1.8.0
    Linux 3.11.0-13-generic #20-Ubuntu SMP Wed Oct 23 07:38:26 UTC 2013 x86_64
    Using renderer: OpenGL 4.3.0
    GeForce GTX 650/PCIe/SSE2: NVIDIA Corporation
    OpenGL driver version is 1.2 or better.
    GLSL version: 4.3
    Loaded texture: /home/januz/insaneBump/LinuxInsaneBump/interface.png
    Loaded texture: /home/januz/insaneBump/LinuxInsaneBump/rocks.jpg
    Could not open file of texture: Untitled
    B3dMeshLoader: Warning, different meshbuffers linking to the same vertex, this will cause problems with animated meshes
    Loaded mesh: ./test.b3d
    Loaded texture: /home/januz/insaneBump/LinuxInsaneBump/sky.jpg
    Loaded texture: /home/januz/Documents/Text Dissolve/Texturas/grabbag_8.jpg
    /home/januz/Documents/Text Dissolve/Texturas/grabbag_8.jpgNR.png/home/januz/Documents/Text Dissolve/Texturas/grabbag_8.jpgHGT.png/home/januz/Documents/Text Dissolve/Texturas/grabbag_8.jpgSPEC.pngQuit message received.



  13. #13
    Member YAFU's Avatar
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    Originally Posted by omarblender View Post
    Thank you very much!

    Originally Posted by Januz View Post
    I got it to work, some notes:
    - I had to copy libIrrlitch.so to a directory in my home (~/bin/Linux)
    - The map buttons in the right don't seem to do anything
    - Camera is a little too sensitive (I'm using a Wacom tablet)
    - Saving works, but there's no dialog or confirmation
    Same happens here. About map buttons, double click seems to work
    Edit: Or I do not know. Sometimes it works with a single click
    Last edited by YAFU; 16-Nov-13 at 19:58.
    Be patient, English is not my language.



  14. #14
    Member ohsnapitsjoel's Avatar
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    Awesome, it works with my Radeon card now!
    My Website
    My Blender addons - some may be useful to you, others probably won't
    I use too many emoticons.



  15. #15
    Member Ace Dragon's Avatar
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    Is this eventually going to extra depth-free color maps from images as well or is it just for extracting normals?

    Because it seems like there's so many applications that can make normals from images, but so few of them can remove the depth and shadows from an image to allow for the color map that would go in the same material as the normal map.

    In other words, if you're just extracting normals and not the colors as well, you're only getting half of the solution.
    Sweet Dragon dreams, lovely Dragon kisses, gorgeous Dragon hugs. How sweet would life be to romp with Dragons, teasing you with their fire and you being in their games, perhaps they can even turn you into one as well.
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  16. #16
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    Thank you, omarblender, now I got it to work in Linux!

    Ace Dragon, you need high pass filters to get what you ask, it's not normal mapping etc. thingy.



  17. #17
    Member ohsnapitsjoel's Avatar
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    Originally Posted by Ace Dragon View Post
    Is this eventually going to extra depth-free color maps from images as well or is it just for extracting normals?

    Because it seems like there's so many applications that can make normals from images, but so few of them can remove the depth and shadows from an image to allow for the color map that would go in the same material as the normal map.

    In other words, if you're just extracting normals and not the colors as well, you're only getting half of the solution.
    Or we can just be content with what he's made.
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  18. #18
    Member Ace Dragon's Avatar
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    Originally Posted by Markku View Post
    Ace Dragon, you need high pass filters to get what you ask, it's not normal mapping etc. thingy.
    I just think though, if some high-end solutions like Crazybump and nDo2 is doing some in-depth, cutting edge analysis to produce accurate depth maps from photos (as opposed to black and white height maps) rather than a simple filter as seen with most normal map plugins, then why can't we get a color-map extractor that is more sophisticated than the average high-pass filter?

    To note, I have made my own group in Spiral Graphics' Genetica 4.0 software where I attempt to do the analysis and manipulation myself to extract colormaps using the low-level nodes given, but it's quite slow and I'm not exactly a super genius in algorithms so I figure someone who can harness the power of C/C++ can do something faster and better.
    Sweet Dragon dreams, lovely Dragon kisses, gorgeous Dragon hugs. How sweet would life be to romp with Dragons, teasing you with their fire and you being in their games, perhaps they can even turn you into one as well.
    Adventures in Cycles; My official sketchbook



  19. #19
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    It's a good idea, Ace Dragon! However, it'd take several man months to develop. I think there are several developers who here who *could* do it. However, their motivation may be directed something else. Like imprroving Blender functionality.



  20. #20
    Member CuRvEmAsTeR's Avatar
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    heu guys,

    I tried to run it on Ubuntu (13.10) and it doesn't work. Here is the terminal output:

    Code:
    guigui@guigui-MS-7673:~$ '/home/guigui/Downloads/LinuxInsaneBump/Shaders' 
    Irrlicht Engine version 1.8.0
    Linux 3.11.0-13-generic #20-Ubuntu SMP Wed Oct 23 07:38:26 UTC 2013 x86_64
    Using renderer: OpenGL 4.3.0
    GeForce GTX 560 Ti/PCIe/SSE2: NVIDIA Corporation
    OpenGL driver version is 1.2 or better.
    GLSL version: 4.3
    Could not create archive for: ./suppourt.dll
    Could not open vertex shader program file: ./vblur.vert
    Could not open pixel shader program file: ./vblur.frag
    GLSL shader program failed to link
    Link info
    ---------
    No shader objects attached.
    Could not open vertex shader program file: ./hblur.vert
    Could not open pixel shader program file: ./hblur.frag
    GLSL shader program failed to link
    Link info
    ---------
    No shader objects attached.
    Could not open vertex shader program file: ./nrmap.vert
    Could not open pixel shader program file: ./nrmap.frag
    GLSL shader program failed to link
    Link info
    ---------
    No shader objects attached.
    Could not open vertex shader program file: ./height.vert
    Could not open pixel shader program file: ./height.frag
    GLSL shader program failed to link
    Link info
    ---------
    No shader objects attached.
    Could not open vertex shader program file: ./combine.vert
    Could not open pixel shader program file: ./combine.frag
    GLSL shader program failed to link
    Link info
    ---------
    No shader objects attached.
    Could not open vertex shader program file: ./previewshader.vert
    Could not open pixel shader program file: ./previewshader.frag
    GLSL shader program failed to link
    Link info
    ---------
    No shader objects attached.
    Could not open vertex shader program file: ./height.vert
    Could not open pixel shader program file: ./spec.frag
    GLSL shader program failed to link
    Link info
    ---------
    No shader objects attached.
    Could not load font because the file does not exist: ./fontlucida.png
    Could not open file of texture: interface.png
    Could not open file of texture: ./rocks.jpg
    Segmentation fault (core dumped)
    any idea ?
    I copy/paste libIrrlicht.so to /bin/Linux (I created the Linux folder, because there wasn't one existing yet).



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