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Orb - Free low/high poly bump mapper

Posted: Tue Mar 30, 2004 8:32 pm
by Antiarc
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.

Posted: Wed Mar 31, 2004 2:45 am
by nfz
Thanks Antiarc. I have been using ATI's command line utility to generate bump maps for displacement and bump mapping and this is much nicer.

Posted: Wed Mar 31, 2004 3:01 pm
by labigne
Thanks Antiarc

This one seems really nice. I'll have to try it :D

Posted: Wed Mar 31, 2004 8:29 pm
by Chris Grant
Thanks, this is very useful. :)

Posted: Thu Apr 01, 2004 10:22 am
by tuan kuranes
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)

Posted: Thu Apr 01, 2004 4:57 pm
by Kojack
Well, not quite all nvidia and ati cards, Melody requires pixel shader 2.0.

Posted: Thu Apr 01, 2004 5:18 pm
by 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...

Posted: Mon Jan 31, 2005 5:40 am
by yap_wil
Hi.

Does anyone know what happened to the ORB page? Has it moved?

Thanks.

Posted: Mon Jan 31, 2005 3:49 pm
by nfz
They restructured their website. Here is the new link:
http://engineering.soclab.bth.se/tools/177.aspx

Posted: Mon Jan 31, 2005 11:45 pm
by yap_wil
Thanks nfz :)

Posted: Tue Feb 01, 2005 5:26 am
by semicolon
Thanks Antiarc. However I couldn't get the link to work... Well it might be down temporarily.

Semicolon

Posted: Tue Feb 01, 2005 7:30 am
by yap_wil
It works here...

Posted: Tue Feb 01, 2005 3:59 pm
by bappy
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.