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 Post subject: Bump.. Whateveryoucallits..
PostPosted: Mon Sep 24, 2012 10:17 am 
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Joined: Mon Apr 19, 2010 8:38 am
Posts: 5959
Location: Miami
I have been wondering about this for a while... We can upload textures etc... How difficult would it be to add to the 'library' of bumps? You know the little drop down next to shiny in the building window under textures? It has weave and wood grain etc. I am fairly certain this is not being done anywhere and I know SL doesn't have it because I have longed for that for ages..

And someone give me right name so if I talk about it again I won't sound so clueless ;)



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 Post subject: Re: Bump.. Whateveryoucallits..
PostPosted: Mon Sep 24, 2012 10:26 am 
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Joined: Wed Mar 09, 2011 1:08 pm
Posts: 778
Location: Canada
The bumpiness option. I think the last time LL added anything in there was between viewer 1.17 and 1.19. Can't think of anything else we could use for a bump map, but then again, any mapping needed, I do in an external prg.


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 Post subject: Re: Bump.. Whateveryoucallits..
PostPosted: Mon Sep 24, 2012 10:42 am 
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Joined: Mon Apr 19, 2010 8:38 am
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Location: Miami
I suppose, but it is a nice option- adds a "feel" to stuff. Just wd be nice to have more to choose from. Although the other night someone FIND it chat opined that adding shiny to an item was a sign of bad building and just covering things up ;) Perhaps bump mapping wd be considered same? I don't know and don't over use, still I do like it in places. Made a nice bath mat the other day with a cool weave pattern.



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 Post subject: Re: Bump.. Whateveryoucallits..
PostPosted: Mon Sep 24, 2012 10:58 am 
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Joined: Sun Aug 07, 2011 9:57 am
Posts: 937
I dont think anyone could say it was covering up any bad build if the bumps were used proper, I read this and emeditaly thaught of textured cealings and stucko walls, that would add such a touch of realisem. and just think what adding bump to a good sand texture would add to a beach.



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 Post subject: Re: Bump.. Whateveryoucallits..
PostPosted: Mon Sep 24, 2012 11:07 am 
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Joined: Mon Apr 19, 2010 8:38 am
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Location: Miami
I often use stucco and wood grain- the weave is handy too- the others.. not so much. But am thinking threads, canvas, diamond cut steel etc!



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 Post subject: Re: Bump.. Whateveryoucallits..
PostPosted: Mon Sep 24, 2012 11:08 am 
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Joined: Mon Apr 19, 2010 8:38 am
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Location: Miami
Would love to hear from devs and those more knowledgeable than I how such a feature could work and would it be a huge difficulty?



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 Post subject: Re: Bump.. Whateveryoucallits..
PostPosted: Mon Sep 24, 2012 11:17 am 

Joined: Sat Sep 11, 2010 10:03 am
Posts: 2582
Bupmapping is a nice feature but it is quite limited presently to the few fixed maps presentd by the viewer. This is a dead end path, BTW, becase general bumpmapping and specular/diffuse reflection maps are being worked on (well, in SL presently).

http://www.youtube.com/watch?v=pr3AP_DADAY

http://www.youtube.com/watch?v=M62Js1FvPU8


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 Post subject: Re: Bump.. Whateveryoucallits..
PostPosted: Mon Sep 24, 2012 12:35 pm 
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Joined: Mon Apr 19, 2010 8:38 am
Posts: 5959
Location: Miami
Ooh hey - thanks for the link that looks great! An ooh shiny to look forward to sometime :D



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 Post subject: Re: Bump.. Whateveryoucallits..
PostPosted: Mon Sep 24, 2012 12:56 pm 
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Joined: Sat Aug 27, 2011 9:25 am
Posts: 466
I always thought the bumpiness needed some sort of contrast control. It looks great on some things but sometimes it needs to be a bit more subtle.
It would be great to have some better inworld texture mapping tools to play with.
I have created textures in the past using XSI that look so realistic, but by the time you combine the various maps for importing in to a VW the effect is just about lost.
:tdown:


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