Ive made a node setup to help converting normal maps to cavity maps (curvature maps). You can now do cavity maps realtime in blender viewport for texture setups or bake directly into texture. To use it, you need to create plane, add material and normal map texture to slot, then in node editor plug cavity map node group to output. If you have problems with this feel free to ask.
Usefull web pages that helped me http://www.bs3d.com/index.php?page=7 http://lodev.org/cgtutor/filtering.html http://docs.gimp.org/en/plug-in-convmatrix.html
The link in Blendswap is yet not analysed by the main team. For everybody: wait one day to re-load with this link. It’s normal…
Thanks to share with us this great job pachupp, it’s a great idea!
@Spirou4D, Yeah sory for that i can access file without problem but if im not logged in it shows that link does not exist.
Ive made another one on free hosting server
Hi pachupp!
This is really interesting. Specially the ability to look at it in realtime on the viewport.
I’m sorry that I have to revive such an old post, but I really want to try your node setup, because I want to use it on models when the pointiness feature doesn’t do a good job, and I want to try it for textures too.
Could you please re-upload the file with the node configuration? I can’t seem to find it on blendswap. Both of those links are down, and I don’t know if they were removed by old age.
If anyone knows where can I find it, or you re-upload a copy of it I will be very grateful.
Thanks in advance.
Do you have that version? The file you posted seems like an older one. Is it? In the image above there are additional input controls in the group.
Should I use a base image to create the maps?
Thank you for you attention. Really much appreciated.
@edit, i should mention that this method is used in photoshop but is unaccurate. It does not take in to account position of islands on uv image editor. I recomend to use dirty vertex colors or pointiness feature.