Download Bump Map Sketchup

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Sofia Farren

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Jan 24, 2024, 11:29:36 PM1/24/24
to sermifeldmi

I use using Transmutr 1.0.5
My v-ray bump and normal maps and reflection maps are not loading into sketchup
If you see the pic below I have loaded in the normal maps and spec into Transmutr
bug1.PNG.jpg988792 283 KB
but when i look in sketchup after I open the exported file, it has the diffuse and that is it?
bug2.PNG790680 122 KB

download bump map sketchup


DOWNLOAD ……… https://t.co/K74170yg6Y



The Auto Bump Map option on the IRender nXt Material Wizard creates a bump map (automatically) from the SketchUp image on a material. The nXtRender Material Editor has a check box to turn Auto Bump on and off.

Here is an Auto Bump example of a wall with SketchUp's stone material, and two spot light shining on the the material:
(Bump maps have their best effect when there is lighting at an angle to the material, because the bump map 3D effect is more pronounced when there is light shining on the material.)

The Height option in the Enscape Material Editor allows you to utilize so called Bump, Normal, or Displacement maps in order to simulate bumps, wrinkles and dents and the lighting of these.

Select the Intensity (Bump and Displacement) or Amount (Normal) of the effect, using the respectively named slider. Negative values for bump maps. will invert the effect, causing dark areas to stick out and bright areas to be pushed in.

Im new to SketchFX, and strugling a bit. Im trying to create a sketch with AmbientOcclusion, just in white shade with the bump map. I achieved it once, and cannot seem to replicate. I attach image of what I got and the settings; but since then I keep just getting a smooth bump surface, no matter what the bump scale?Capture1342908 112 KB

I just started a new sketchup file, droped some sketchup materials and then do SketchFX rend as per screen grabs. Since looking at tutorial on AmbientOcculation, i set material to map sketchup materials to auto, then it works. But surely there must be a setting where AmbientOcculation pick up all the sketcup materials to the auto setting without you haing to assign each material in your project? If I dont assign any material, then the render comes smooth as before.
Am

For example, in a Vray Concrete Material? The Bump Channel is already being used by the concrete bump map. How do I add another Bump Map channel to have both the concrete texture, and the smoothing Edge Texture?

The bump mapping process will increase the thickness of the sphere where there is white (or lighter colors) in your image, and leave the thickness alone where there is black (or darker colors) in the image.

Now, that sphere is wacky, but at least it's easy to see what the texture is doing, right? This is why we started with a simple image first. I turned down the white height from 1.0 to 0.20, hit OK and now our simple bump map is completed:

Pro tip #1: if you HADN'T applied the texture mapping before the bump mapping, your bump mapping might look really ugly and faceted, with sharp little triangular mountains everywhere. But the texture on top hides all those little details and makes it look awesome. Always texture map BEFORE bump mapping!)

Pro tip #2: Because bump mapping is creating a LOT of extra information in your mesh, expect your bump mapped model to be many times the file size of your normal ones. Just compare this bump mapped moon to just the texture mapped version:

Looking closely, you can even see the shine of my desk lamp on the upper right surface of the texture mapped model, that's how smooth it is. But the bump mapped version doesn't have any smooth surface like that to reflect from!

Bump maps create the illusion of depth and texture on the surface of a 3D model using computer graphics. Textures are artificially created on the surface of objects using grayscale and simple lighting tricks, rather than having to manually create individual bumps and cracks.

These values in a bump map are used to tell the 3D software basically two things. Up or down. When values in a bump map are close to 50% gray, there's little to no detail that comes through on the surface. When values get brighter, working their way to white, details appear to pull out of the surface. To contrast that, when values get darker and closer to black, they appear to be pushing into the surface.

The problem with bump maps is that they break pretty easily if the camera views them from the wrong angle. Since the detail they create is fake and not real resolution being added, the silhouette of the geometry that the bump map is applied to will always be unaffected by the map.

Normal maps can be thought of as a newer, better type of bump map. As with bump maps, the first thing you need to understand about normal maps is that the detail they create is also fake. There's no additional resolution added to the geometry in your scene.

In the end, a normal map does create the illusion of depth detail on the surface of a model but it does it differently than a bump map. As we already know, a bump map uses grayscale values to provide either up or down information. A normal map uses RGB information that corresponds directly with the X, Y and Z axis in 3D space. This RGB information tells the 3D application the exact direction of the surface normals are oriented in for each and every polygon. The orientation of the surface normals, often just referred to as normals, tell the 3D application how the polygon should be shaded.

These maps have a rainbow assortment of different colors as well as slightly improved performance over Tangent Space maps. There are definitely some things you need to be aware of when considering using a normal map. Unlike a bump map, these types of maps can be very difficult to create or edit in a 2D software like Photoshop. Likely, you will bake a normal map out using a high resolution version of your mesh.

There are however some exceptions for editing these types of maps. MARI for example has the ability to paint the type of surface normal information we see in a normal map. When it comes to support, normal maps are pretty well integrated into most pipelines. Unlike a bump map, there are exceptions to this rule. One of those would be mobile game design. Only recently has hardware evolved to the point where mobile games are beginning to adopt normal mapping into their pipelines.

Research "displacement" maps, not bump maps - a displacement map actually modifies the geometry, while a bump map only causes the appearance of modified geometry in rendering programs. Other than displacement maps being more computationally intensive, they are otherwise the same thing.

Dreading having to go the slow way and extrude each brick/slate/stone etc in sketchup but in all honesty - I would probably have done it by now and not ended up having to learn how to animate a flag with a "wind" force in blender! :-)

All you need from crazybump is to load your photo, play with the sliders until you have a nice look on the preview and save just the displacement map (as PNG). Applying the map successfully is a different problem altogether as you've seen by now.

If we would like to create a high-gloss finish, we can adjust the Roughness slider to a lower value (item A). In a subsequent step, we will also add a bump map. This image points out the option to quickly use the original image by clicking the Use Albedo link (item B).

As soon as the height map is applied, more definition in the wood surface can be seen. And, when adjusted, the surface looks less like a smooth flat surface. You can actually see ridges in the wood grain and the light and shadow interacting with them. Beautiful. In either case, with a low or high bump map setting, the wood grain begins to appear in the bright spot on the table from the direct sunlight. This is simulating the self-shadow effect that would be caused by depressed portions of the otherwise flat horizontal surface.

Sometimes, the bump texture is too rough; the white parts in the image, for VRay, means the texture rises and the black means the texture dips, the greys are all in-between dips and rises (depending on how dark or light). You can soften the bump effect by brightening the image and/or reducing the contrast of the Bump Map image.

Basically, is there something I can plug both texture file nodes into, which has a slot that I can use to plug in a file to use as a mask? ie, black on the mask means Bump File A will take precedence in this area, and white means Bump File B will take precedence. Tried using a Blend Colour utility node for this but things got messy when I plugged it into the bump slot of my Vray Material.

It still looks predominantly like a plain color but you can see the speckles. Use this instead of a plain color in SketchUp. The advantage of the texture with spots, is that Podium can use it to create a bump map. This is an effect which simulates a bumpy surface. Most render engines require you to load a separate bump map. This is usually a high contrast monochrome version of the actual texture. The render engine will analyse the dark areas in the bump map image and use this to simulate the effect of depth in the corresponding areas of the actual image texture.

Podium creates temporary bump maps during the render process, so you do not need to use separate images. This is not as flexible as using separate bumpmap images, but it is a lot quicker and easier to set up. The image below has material settings of D80/T0/R20 with a bump value of 8.

This orange peel effect is characteristic of textured glossy plastic. Notice that you ca not really see the speckles on the texture, because they have been transformed into a bumpy effect on the surface.Blurred reflection is the more common than the mirror (or environment) reflection you see in glass, water and chrome.

Sometimes however, it is better not to use bump mapping at all. Although it is fairly quick, there is a definite speed penalty when it is used. Also, when viewed from a distance, bump mapping sometimes has unhelpful results.

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