DE NormGen 1.5

I thought I had a topic for this tool yet but I could not find it ( maybe got lost somehow ). So I’ll just post it like this. I hope this is the right place for it.

Version 1.5 has been release of the DE Normal Map Generator with the following changes:

  • added support to use edge creasing in the high resolution mesh to improve the generated normal maps. due to this the .dim format changed. old .dim files are not compatible with the new version.
  • fixed a bug in the generation process which caused scan lines to be processed twice in low resolution normal maps resulting in havoc pixels or dead loop in large normal maps.
  • replaced TGA support with PNG support.
  • added support for UV-Splitting in blender script.

The DE Normal Map Generator allows to create Normal Maps for the use in Game Applications or 3D Editors like Blender3D. Supported are the generation of Geometry Normal Maps (from Hi-Res Meshes), Displacement Maps and merging Detail Maps.

available are sources for unix/windows systems and a precompiled unix/windows binary.

Also available is a GenToo build through the Sunrise Overlay. Do an “emerge -av denormgen” to get release 1.5.

Links: Sources 1.5, General Unix Binary 1.5, Windows Binary 1.5, Project Page

the precompiled windows binary is delayed due to troubles in the Blender3D Python Backend.

What’s this link for ?

This is the Windows32 build of the tool including the Blender Script. But where exactly you got the quote from? It belongs to the old 1.4 release and not the 1.5 release.

any documentation, quickstart, or anything else that explains how to use this properly?

Edit – My powers of observation are diminishing by the day :stuck_out_tongue:

This is the Windows32 build of the tool including the Blender Script. But where exactly you got the quote from? It belongs to the old 1.4 release and not the 1.5 release.

from your first post :wink:

Also available is a GenToo build through the Sunrise Overlay. Do an “emerge -av denormgen” to get release 1.5.

Links: Sources 1.5, General Unix Binary 1.5, Windows Binary 1.5, Project Page

Odjin: I’m pretty sure tedi got that quote from your first post. :wink:

*EDIT: tedi . . . Looks like we caught this at the same time (and winked simultaneously, too)! Are you manually adding the ‘quote’ tags? When the button is used, the quote box also gives the name of the one who is being quoted & a link to the post quoted from. It’s very helpful. ;):wink:

.

@tedi:
:smiley: Just noticed it myself. That’s what happens if you copy paste from older news posts forgetting about a little side note you added. I’ll correct this one.

@M@dcow:
The README file contains a small howto. Furthermore a howto is on the project page itself ( Link “Project Page” ). Furthermore Tiziana made an article about the tool in the Blender Art Magazine. The article can be found here. I might come up with some more in depth howto/tutorial in the future but for the time being those sources should be enough to get people started with it.

thanks for this, i love when apps are in portage, but i think that the ebuild needs to be updated, ive just fetched it and the version is 1.4 and it is failing on compiling. Anyway i downloaded the 1.5 version from sourceforge and it compiled ok, i will try to make a high res mesh now.

Yes, manual quoting. No garbage, Environmental Friendly.

Yes, I should have mentioned this perhaps. I commit the new ebuild somewhere yesterday but it takes a day or two until the Sunrise crew reviews and accepts a new ebuild. It should be up today or tomorrow hopefully.

Just curious if this has been updated to be compatible with 2.43/cvs?

it might be good to have an option to use multires and have the base mesh be level 0.

LetterRip

DENormGen is always updated to match against the last Stable GenToo release of Blender which is 2.42a-r1 at the time being.

it might be good to have an option to use multires and have the base mesh be level 0.

What exactly do you mean with “MultiRes”? If this means to use one mesh to have both low and high resolution mesh then this would be possible to do as an additional export option. But unless 2.43 becomes stable I can do nothing about this.

yes that is what i’m refering to - we have rc1 either monday or tuesday - so hopefully you will be able to update it against that.

LetterRip

Hey Odjin, first off, your prog is quite nifty, and seems to be working better for me than Nvidia’s Melody. :slight_smile:

Second, I’m having trouble with the export script. It seems to hit a limit in polycount; too many in the hi mesh and it spits out a 47 byte dim file.

Can you tell me the polygon count of the two meshes you try to export? The exporter script itself has a reasonable limit that with a game model you usually never hit but maybe with a full scale movie model you are going to hit it.

I’m using multires for the hi-res model, but “baking” it doesn’t help matters.

At level six, my hi-res model has 240k faces. At level 5, 60k.

It only exports properly at level 4 (15k)