Paint.NET :: Create Normal Maps?

Oct 25, 2013

I've been using Blender a lot recently, and, not wanting to front the money to buy a Normal Map generation program or (oh dear) use GIMP of all things, I decided to try creating a Normal Map in Paint.NET.
 
What is a Normal Map, you ask? Normal Maps are images that are used in conjunction with a texture to give the texture false 'depth', allowing, say, light to shine onto the bricks in a texture while not getting into the cracks between, or making light come from a specific side.
 
The original texture:
 
The normal map:

The result:
 
Not the best, as you can clearly see.
 
How could I make improvements? Is this even practical?

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I'm modeling in mudbox 2012 and extracting my normal maps for 3ds max and my diffuse and bump as a PNG.In 3ds 2012 the normal map seems to be changing to the overal brightness of the diffuse, changing it noticeably darker.

It's been ruled out that its not a bump map that's causing so its definitely the normal map.

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The same scene, same settings, produce 2 very different outputs in max 2011 and 2012, render to texture for normals is currently useless in max 2012.

The blue one is a correct tangent normal map created from a sphere in max 2011, the colored one is the the one created inside max 2012 from the same objects and settings, and the last is another sample of normals generated in max 2012.

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Apr 23, 2012

Basically I want to create a heightmap from a colormap (a game texture). Heightmaps are used by my shader to add additional detail to surfaces (see herefor a such a surface). This technique is called Relief Bump Mapping and produces pretty cool result if the shader gets a decent heightmap.

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I uploaded some scaled down pictures which illustrate my problem a bit better:

This is my colormap texture:

If I am using my technique (changing contrasts and brightness) I don't get good results.

The red parts show the most problematic zones of the heightmaps. Since black means no height and white means height, these regions don't contain any height informations...I already thought about using a edgre filter, but the built in one doesn't seem to be very good.

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Mar 24, 2013

I have for a long time struggled with obtaining hi resolution maps to include in my movies of trips I have done.

I have searched the internet for images of such maps for download and even used screen shots when using Google Earth.

I always wanted a higher resolution so that I could ZOOM in without the image becoming too fuzzy due to the fact that I was ending with an image of only (say) 512 x 288.

I am also a fan of FSX (M/S Flight Simulator) and recently taught myself how to create photo-realistic scenery which uses the TILES from Google Earth to create extra large (in pixels) images of parts of the world.

Today I realised that I could use the same to create images for maps to use in movies (I recently created an image around 5200 x 3000 pixels - the only limit to image size is how much memory you have and so using a 64bit processor and system works a lot.

It is named sBuilderX and it is available from [URL]....There is documentation within the zip file HOWEVER to create the image files for hires maps you will need to search for and download file make_photo-real_ground_textures_in_fs_x.zip which is available as a free download at [URL]...

You may need to join the web site (FREE) to enable the download.

Within sBuilderX you can choose to use Google Earth or or Microsoft Live Virtual Earth, terrain or streets. Also note that the image files are BGL files only however you can change those to JPG if required.

Hope this may have useful for few people who like to include hires maps (which they can use zoom without loosing sharpness) in their movies.

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Next - is there a Corel way?

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BUT

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Smoke 2012 SAP2 SP4
and
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Here's a screen shot....

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