Orb - Free low/high poly bump mapper
- Antiarc
- Greenskin
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Orb - Free low/high poly bump mapper
http://www.soclab.bth.se/practices/orb.html
Looks like this could be quite useful! It generates bump maps from a high-poly model for use on a low-poly model, saving you tris and giving you insane detail. Hopefully, someone will find this useful; I know I certainly plan to use it.
Looks like this could be quite useful! It generates bump maps from a high-poly model for use on a low-poly model, saving you tris and giving you insane detail. Hopefully, someone will find this useful; I know I certainly plan to use it.
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Chris Grant
- Gnoblar
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- tuan kuranes
- OGRE Retired Moderator

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My preference for generating this normal map goes LARGELY to NVIDIA's one :
http://developer.nvidia.com/object/melody_home.html
win32 only
nice gui
lots of option
control
Can generate progressive mesh very conveniently (you can save LOD at the level you want)
imports 3ds, obj,
works on all ATI or Nvidia indiferently
nice Manuals given with in PDF that explains EVERYTHING with screenshot and math explainations of the trick
just to give some infos here :
This technique is "Detail Preserving Simplification"
this could be done using materials shaders called
offset bump mapping, Parallax mapping, displacement mapping or
dot3-bump mapping
Another GUI tool is here :
http://www.delphi3d.net/forums/viewtopic.php?t=233
(obj)
Ati's one is here :
http://www.ati.com/developer/tools.html
(painful to use)
This looks very similar to the optimization as far cry calls "polybump" ?
(check here http://www.farcry-thegame.com/uk/technology.php)
http://developer.nvidia.com/object/melody_home.html
win32 only
nice gui
lots of option
control
Can generate progressive mesh very conveniently (you can save LOD at the level you want)
imports 3ds, obj,
works on all ATI or Nvidia indiferently
nice Manuals given with in PDF that explains EVERYTHING with screenshot and math explainations of the trick
just to give some infos here :
This technique is "Detail Preserving Simplification"
this could be done using materials shaders called
offset bump mapping, Parallax mapping, displacement mapping or
dot3-bump mapping
Another GUI tool is here :
http://www.delphi3d.net/forums/viewtopic.php?t=233
(obj)
Ati's one is here :
http://www.ati.com/developer/tools.html
(painful to use)
This looks very similar to the optimization as far cry calls "polybump" ?
(check here http://www.farcry-thegame.com/uk/technology.php)
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Guest
Didn't seend that in doc, and here ati 9600se with pvs 2.0 ...
Too bad it needs that...
Perhaps you try with an emulator...
(there's a thread in ogre forums on some pvs emulator... )
It is really a lot more powerful than any other tools that does that sort of things... so it's perhaps worth the trouble if you really need it...
Too bad it needs that...
Perhaps you try with an emulator...
(there's a thread in ogre forums on some pvs emulator... )
It is really a lot more powerful than any other tools that does that sort of things... so it's perhaps worth the trouble if you really need it...
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nfz
- OGRE Retired Team Member

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They restructured their website. Here is the new link:
http://engineering.soclab.bth.se/tools/177.aspx
http://engineering.soclab.bth.se/tools/177.aspx
- semicolon
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bappy
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well , i tested orb and melody (few month ago) and i can assume you that orb is very very usefull and faster.
Some people will say that the interface is not very good, but if you want a tool to generate the normal between a low poly and a high poly, use orb.
melody is slow, and you have strange result with it.
that s my experience and opinion. see u next.
Some people will say that the interface is not very good, but if you want a tool to generate the normal between a low poly and a high poly, use orb.
melody is slow, and you have strange result with it.
that s my experience and opinion. see u next.
