one nice thing about using blender nodes to make textures is
--- Seasons ---
mind you each of those 2k maps takes 12 minuets to render
node generated textures
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Topic authorJohn Van Vliet
- Posts: 2944
- Joined: 28.08.2002
- With us: 22 years 5 months
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Topic authorJohn Van Vliet
- Posts: 2944
- Joined: 28.08.2002
- With us: 22 years 5 months
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Topic authorJohn Van Vliet
- Posts: 2944
- Joined: 28.08.2002
- With us: 22 years 5 months
john71,
What do you mean by the phrase "bump maps on the actual surface textures" ?
Are you referring to the regions which are white in both types of images?
The white areas on surface texture images depict snow and ice. Snowfall happens both at high latitudes, near the poles, and at high altitudes, on mountaintops.
The white areas on the bumpmap images indicate the highest altitudes: the mountaintops.
What do you mean by the phrase "bump maps on the actual surface textures" ?
Are you referring to the regions which are white in both types of images?
The white areas on surface texture images depict snow and ice. Snowfall happens both at high latitudes, near the poles, and at high altitudes, on mountaintops.
The white areas on the bumpmap images indicate the highest altitudes: the mountaintops.
Selden
selden, I mean I make planets in Celestia using 4 maps: surface, specular, bump and cloud maps.
Surface maps are (at least for me) pictures of the planet's imaginary flat surface as you can see every part of it from above at noon. They don't have depth or 3D perspective.
Bump maps are creating shadows. This creates the illusion of a 3D surface.
Added after 8 minutes 20 seconds:
What I mean is that surface maps are uniformly illuminated...
Surface maps are (at least for me) pictures of the planet's imaginary flat surface as you can see every part of it from above at noon. They don't have depth or 3D perspective.
Bump maps are creating shadows. This creates the illusion of a 3D surface.
Added after 8 minutes 20 seconds:
What I mean is that surface maps are uniformly illuminated...
Last edited by john71 on 29.12.2016, 14:49, edited 1 time in total.
If you are referring to the "shaded relief map" that JohnVV includes with most of his posts, that's for your visual enjoyment, not for use in Celestia.
In his most recent post, for example, he included a bump map, a surface texture map (which is illuminated as you describe) plus a shaded relief map.
In his most recent post, for example, he included a bump map, a surface texture map (which is illuminated as you describe) plus a shaded relief map.
Selden
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Topic authorJohn Van Vliet
- Posts: 2944
- Joined: 28.08.2002
- With us: 22 years 5 months
most people can not visualize what the surface will look like with the height data
so i add a "shaded relief" for visualization
this is also why i post a 8 bit copy of the 32 bit heightmap
it is very HARD for people to see data in flotation point images ( values between 0.000000000...0 and 1.000000...0)
Normalmaps are what i use BUT it is hard to read them
in the 8 bit normalized image
it is easier to see the topography
so i add a "shaded relief" for visualization
this is also why i post a 8 bit copy of the 32 bit heightmap
it is very HARD for people to see data in flotation point images ( values between 0.000000000...0 and 1.000000...0)
Normalmaps are what i use BUT it is hard to read them
in the 8 bit normalized image
it is easier to see the topography
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Topic authorJohn Van Vliet
- Posts: 2944
- Joined: 28.08.2002
- With us: 22 years 5 months