03-07-2018, 06:47 AM
(This post was last modified: 03-07-2018, 07:01 AM by Espermaschine.)
I experimented a bit with normalmaps for displacement effects. They are like bumpmaps, but not grayscale.
There is a plug-in you can install to convert images into normalmaps but it seems it only makes sense for 3D applications like Blender.
I could not find any benefit in using them, compared to the usual grayscale Gimp bumpmaps.
Useful video here:
https://youtu.be/8Jdo3ZmtPWk
Download:
https://code.google.com/archive/p/gimp-normalmap/
The shadow effect is created by using the bumpmap filter.
You can find some examples and a tutorial written by me here:
http://gimp-science-labs.blogspot.de/201...pping.html
and here:
http://gimp-science-labs.blogspot.de/201...el-ii.html
I mostly use the 50ies gray (#808080) for bumpmapping (Bevels especially). It has the advantage that it becomes transparent in 'Hard Light' Mode, so you are only left with the shadows and highlights.
The downside of this gray is that everything you make from it, looks like dull plastic.
There is a plug-in you can install to convert images into normalmaps but it seems it only makes sense for 3D applications like Blender.
I could not find any benefit in using them, compared to the usual grayscale Gimp bumpmaps.
Useful video here:
https://youtu.be/8Jdo3ZmtPWk
Download:
https://code.google.com/archive/p/gimp-normalmap/
(03-06-2018, 09:34 PM)grit Wrote: If I make some shapes in GIMP how to create normal maps so that shadows are correctly displayed.
The shadow effect is created by using the bumpmap filter.
You can find some examples and a tutorial written by me here:
http://gimp-science-labs.blogspot.de/201...pping.html
and here:
http://gimp-science-labs.blogspot.de/201...el-ii.html
I mostly use the 50ies gray (#808080) for bumpmapping (Bevels especially). It has the advantage that it becomes transparent in 'Hard Light' Mode, so you are only left with the shadows and highlights.
The downside of this gray is that everything you make from it, looks like dull plastic.