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Vladimir Golovin
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Posts: 3446
Filters: 55
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Fantastic work. The only possible problem is the hard edges in the bump/normal map -- can be easily fixed by applying a slight blurring.
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eyesee

Posts: 10
Filters: 3
Hi Vlad,

Thanks for the feedback. I've done some experiments with blur and I'm not very happy with the results. smile:( I've attached colour and normal images of the result of using blur with a minimum value of one(1). As you can see it loses all the surface detail that gives it that, just under the skin quality. It's possible to emulate these results by reducing the "Ligthing\Surface Detail value" from 7 to around 2. However, I've come up with a compromise that adds a whole new range of possibilites. I've updated the filter and added a new slider "Rought to Smooth" but this isn't the only effect the slider has (just couldn't think of a way to phrase the caption). Values from 1 to 74 make the surface go from very wet to very dry, anything above 74 smooths out the surface (with the subsequent loss of detail), this in turn takes out the hard edges on the bump\normal maps. I've also rationalised the captions on some of the sliders to make it more obvious what they effect. Is this what you had in mind?

P.S I've come across all the types of image maps before except normal maps. Can you enlighten me as to what they do?

Yours

Eyesee (uk)

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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Yes, I like the older version better.

As for normal maps, they are used in modern game engines such as Unreal Engine, Gamebryo, Doom3 or Valve Source to achieve realistic lighting.
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eyesee

Posts: 10
Filters: 3
P.P.S Vlad,
This is just a variation of your Organics filter (after all I'd only downloaded FF 24 hours before and was using your work to learn from). So the Kudos should go to you. Many thanks Vlad.

Eyesee(uk)
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