I really can't figure out how to make my own bump maps. Everytime I do nothing happens, my textures/brushes don't look good either, they just make these blurry masses in my sculpture. Do you know of any place I can download these things?
kudos for your work mate.. i have one question, tho.. when i sculpt a mesh and i press "paint" (shaders enabled in the config.txt) my model turns white like cellshaded and untextured.. and paint colors nor bump painting are visible if i try to use them.. if i turn off shaders i can paint but no bumps :( i have ATI mobility x1700 and supports pixel shaders until 2.0.. you use more advanced shaders? there's a fix somewhere or my videocard is unsupported? :( cheers
@katerson This is the bumpmap painting you can use in Sculptris 1.0x. Just go to paint mode, select the bumpmap tool and paint using the default brush or textured brushes.
Is there any way to cut out sections of a 3d model? I'm trying to model a robotic face and there are spaces between the metal plates and parts and I want to remove them from the model completely. I've tried pushing them down and sinking them into the model but I end up distorting those areas so badly that my computer slows to a crawl.
Sorry, I'm not fluent on the lingo, but if anyone knows if there's a way to cut pieces out of a mesh, I'd like to know. Thanks!
Man, I know that this sounds like spam, but is not. Sign up in the new "Flattr" thing. You're the kind of person to whom I'm willing to give my money. Your programs are all awesome. Keep up the good work! :D
hey i realy like this software but please keep it simple and effectif that s what it is now so dont add to much features. Only the needed and bugfixes.
Lools VERY cool Petter, Iove the mapping vid from december 09 as well!!! Can't await the beta release...err.. don't forget about the quads...pleeease!!!
This is excellent. I often see modelers pushing micropolys to make details that would be much better suited for perpixel bump. Such details are usually lost because the level of tessellation required to define them make rendering very long. N-maps are great for this but that brings the problematic of tangent space, tan smoothing, no uv symmetry. I'd love an app where i could paint like in this vid but export a BW scalar map for use with traditional bump in software rendering (ie mental ray).
Hmm. You may be right that uv symmetry is a problem when exporting with normal maps. I use normal maps for accurate rendering in the editor, but ended up having two slightly different vertex shaders for the two symmetry halves. Due to flipping the geometry, I had to also change winding for the tangent matrices when these are calculated in the vertex shader. Not sure if this applies to a joined mesh, or conventional normal mapping implementations.
In Realtime CG, if the runtime shader does not support uv symmetries (binormal flipping), unique uv's must be used. This is the same in software rendering. However i imagine you are using a scalar value to create a Nmap in realtime, i guess it would be easy to keep this perpixel scalar value to export as a BW scalar map? I think Zbrush does this already. Its a big advantage to avoid a back-and-forth photoshop/renderer workflow. Difficult to elaborate in 500 chars sorry :)
The bumpmap is scalar height per texel, but I'm translating that into normal map in software, updated where you paint. The shader/rendering uses only normal map. I guess worst case I'd have to double/flip the normal map on export. Saving the heightmap shouldn't be a problem at all since it's readily accessible in memory, but most people would have more use for the normal map. I can't see why I wouldn't do both. Thanks for your input.
I believe that the having access to the height map would be useful for the creation of parallax occlusion maps, which are normal maps that contain the height map in the alpha channel for added depth
I believe that the having access to the height map would be useful for the creation of parallax occlusion maps, which are normal maps that contain the height map in the alpha channel for added depth
I believe that the having access to the height map would be useful for the creation of parallax occlusion maps, which are normal maps that contain the height map in the alpha channel for added depth
Primary export format will be normal maps. Bumpmaps would need to export an additional parameter for depth scale to recreate the visual result you'd see in Sculptris, and they might also suffer from different methods of normal/slope calculation.
It might be nice to export bumps so you could use them as actual displacement maps in another application though. We'll see.
Patience is a virtue. I will try to get one out with the main bugs fixed, but new functionality won't be available until beta. It's not usable until I've added interface for it, and I want to develop the functionality first.
I really can't figure out how to make my own bump maps. Everytime I do nothing happens, my textures/brushes don't look good either, they just make these blurry masses in my sculpture. Do you know of any place I can download these things?
gev2323 2 months ago
i love this.
alienjoe123 2 months ago
where did you get those brushes? really cool
calmoth20 1 year ago
where did you get those brushes? really cool
calmoth20 1 year ago
Music + Program = Pure epicness
Going to test out some meshes :D
bfrhys 1 year ago
When I Click Paint, My Sculpture Stay WHITE!!!
WHAT I CAN DO???
Sorry for bad english. IM BRAZILIAN
Guilherme2239 1 year ago
that's great - this tool is wonderful
Now I have to find some tutorials to export the bumpmapping to blender.
Thanks for the video, it satisfied me of Sculptris.
WCIIINoob 1 year ago
kudos for your work mate.. i have one question, tho.. when i sculpt a mesh and i press "paint" (shaders enabled in the config.txt) my model turns white like cellshaded and untextured.. and paint colors nor bump painting are visible if i try to use them.. if i turn off shaders i can paint but no bumps :( i have ATI mobility x1700 and supports pixel shaders until 2.0.. you use more advanced shaders? there's a fix somewhere or my videocard is unsupported? :( cheers
KeithRonaldssen 1 year ago
where can i get this?? :D
katerson 1 year ago
@katerson This is the bumpmap painting you can use in Sculptris 1.0x. Just go to paint mode, select the bumpmap tool and paint using the default brush or textured brushes.
drpetter 1 year ago
AMAZING I GOT SCULPTRIS TODAY WHERE CAN I GET THIS!!!???
katerson 1 year ago
Is there any way to cut out sections of a 3d model? I'm trying to model a robotic face and there are spaces between the metal plates and parts and I want to remove them from the model completely. I've tried pushing them down and sinking them into the model but I end up distorting those areas so badly that my computer slows to a crawl.
Sorry, I'm not fluent on the lingo, but if anyone knows if there's a way to cut pieces out of a mesh, I'd like to know. Thanks!
Dipstikk 1 year ago
This is amazing software!
mariomanlite 1 year ago
it looks yumy
harijoel 1 year ago
pretty slick brush alphas.
jerickman 1 year ago
How would you switch between these brushes? By using the config.txt or the data files or something else?
ownmeucannot 1 year ago
Man, I know that this sounds like spam, but is not. Sign up in the new "Flattr" thing. You're the kind of person to whom I'm willing to give my money. Your programs are all awesome. Keep up the good work! :D
Baxayaun 1 year ago
ehi man, i tryed your program and i think it's very fantastic, good work man, i wait the new version in future....
P.S.Your style of modelling is very slow and calm lol XD
NonnoJaco 1 year ago
hey i realy like this software but please keep it simple and effectif that s what it is now so dont add to much features. Only the needed and bugfixes.
blenderCGartist 1 year ago
Dan: The big holes in the beginning are mesh, the rest (after 20 seconds, when you see the textured cursor) is all bumpmap.
Analdin: Yeah, I will probably add textured brushes for the sculpt tools, to allow something similar when sculpting real geometry.
drpetter 1 year ago
@drpetter can we help you? i'll love to. i love this software
icexiro 1 year ago
is this pure bumpmap?? no geometry deformation at all?
DanFrederiksen 1 year ago
One suggetion: will you make an option where you really paint the bvrus as a 3d thing on the surface?
Analdin5 1 year ago
//Edit: brush, not bvrus
Analdin5 1 year ago
Holy crap!!!
i want it!!!
Bers40k 2 years ago
Lools VERY cool Petter, Iove the mapping vid from december 09 as well!!! Can't await the beta release...err.. don't forget about the quads...pleeease!!!
JoeQwesto 2 years ago
Great stuff!!!
JoeQwesto 2 years ago
This is excellent. I often see modelers pushing micropolys to make details that would be much better suited for perpixel bump. Such details are usually lost because the level of tessellation required to define them make rendering very long. N-maps are great for this but that brings the problematic of tangent space, tan smoothing, no uv symmetry. I'd love an app where i could paint like in this vid but export a BW scalar map for use with traditional bump in software rendering (ie mental ray).
zenboy3000 2 years ago
Hmm. You may be right that uv symmetry is a problem when exporting with normal maps. I use normal maps for accurate rendering in the editor, but ended up having two slightly different vertex shaders for the two symmetry halves. Due to flipping the geometry, I had to also change winding for the tangent matrices when these are calculated in the vertex shader. Not sure if this applies to a joined mesh, or conventional normal mapping implementations.
drpetter 2 years ago
In Realtime CG, if the runtime shader does not support uv symmetries (binormal flipping), unique uv's must be used. This is the same in software rendering. However i imagine you are using a scalar value to create a Nmap in realtime, i guess it would be easy to keep this perpixel scalar value to export as a BW scalar map? I think Zbrush does this already. Its a big advantage to avoid a back-and-forth photoshop/renderer workflow. Difficult to elaborate in 500 chars sorry :)
zenboy3000 2 years ago
The bumpmap is scalar height per texel, but I'm translating that into normal map in software, updated where you paint. The shader/rendering uses only normal map. I guess worst case I'd have to double/flip the normal map on export. Saving the heightmap shouldn't be a problem at all since it's readily accessible in memory, but most people would have more use for the normal map. I can't see why I wouldn't do both. Thanks for your input.
drpetter 2 years ago
@drpetter Yes, please do both. Can't wait for the next release:) Thank you very much:)
deamonpen 2 years ago
@drpetter
I believe that the having access to the height map would be useful for the creation of parallax occlusion maps, which are normal maps that contain the height map in the alpha channel for added depth
SquintsFTW 1 year ago
This has been flagged as spam show
@drpetter
I believe that the having access to the height map would be useful for the creation of parallax occlusion maps, which are normal maps that contain the height map in the alpha channel for added depth
SquintsFTW 1 year ago
This has been flagged as spam show
@drpetter
I believe that the having access to the height map would be useful for the creation of parallax occlusion maps, which are normal maps that contain the height map in the alpha channel for added depth
SquintsFTW 1 year ago
Looking good! One question: will the bump maps be exportable as normal maps or regular bump maps?
3dtestpattern 2 years ago
Thank you.
Primary export format will be normal maps. Bumpmaps would need to export an additional parameter for depth scale to recreate the visual result you'd see in Sculptris, and they might also suffer from different methods of normal/slope calculation.
It might be nice to export bumps so you could use them as actual displacement maps in another application though. We'll see.
drpetter 2 years ago
I'd sure love another alpha build...
grimfang4 2 years ago
Patience is a virtue. I will try to get one out with the main bugs fixed, but new functionality won't be available until beta. It's not usable until I've added interface for it, and I want to develop the functionality first.
drpetter 2 years ago