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A complete solution for repeating textures and 3D maps. Save a lot of texturing time with PixPlant! Download Now. What is PixPlant? Try PixPlant. Automated Tiling Textures PixPlant's smart texturing engine creates quality seamless textures from a photo in a few clicks. Visit the Gallery! See PixPlant Screenshots!
Standalone and Photoshop PixPlant runs on its own or from inside Adobe Photoshop, allowing images to be seamlessly tiled and 3D maps to be created, previewed and edited. Get it now for: Where is PixPlant being used? But I just wanted to show everybody here that it's happening! On a side note: I've written a couple Cocoa apps using bindings before, but it was painful, probably because I learned cocoa using the traditional write-yer-own-glue-code and controllers yer-damn-delf way.
I think I'm beginning to grok bindings. Can you post the process you are using to generate the maps?click here
Normal mapping software released for Mac OS X
I think 40 msec per image could be improved upon unless that is a huge test image. I'll post the code. I will tell you right now it's absolutely unoptimized. Absolutely positively magnificently unoptimized. You know the drill: I was just really surprised at how quick it was without optimization.
I recall all sorts of silly optimizations I used to use on my powerbook, like custom square roots and various stuff from apple's intrinsics macros. OK, as promised, here's the code I wanted to eat lunch, first First, here's the NMClampMode enumerator and a method to clamp values with it: The normalmap is 24bpp unsigned char, and the bumpmap is 8bpp unsigned char.
Both are of the same dimensions. Too many. A big speedup would be to precalculate the offset for, for example, the scanline and pass that and the x offset value. This would have ramifications for edge-wrapping, but not insurmountable. They seem to work, but for all I know I've fubared it.
A complete solution for repeating textures and 3D maps. Save a lot of texturing time with PixPlant!
Ah, here's a download of the source, if you gcc or anybody else would like to optimize One simple thing you could do is to call the clamping only at the border pixels. You'd iterate from filterwidth to width-filterwidth without clamping and then loop separately over the border pixels with clamping. Or you could use vecLib to accelerate the thing. Code like that shouldn't be very hard to translate in fact, this might even work as a Core Image filter.
The first question I have is whether floats are needed at all. The source and destination are both 8 bits per component images right? I think I'm going to take two approaches: I don't see why I can't. After I do that, I'll try caching the scanline offset which will save a number of multiplies and implement an entirely different lookup path depending on clamping mode to eliminate so much branching in the inner loop. Don't forget step 0 of optimization: I use shark so much it's in my dock.
Standalone Normal Map generator on OS X - Ars Technica OpenForum
I live and breathe by shark. That being said, to properly figure out where the bottlenecks are, I'm going to have to make a test that just continuously runs the normalmapping code thousands of times for shark to get enough samples. Using all ints will speed up the code quite a bit.
I hope the compiler is going to optimize for the loop counts fairly well. Another trick is to use YCbCr frames from JPEG sources which is not only faster to decompress but also gives you the brightness channel to work with. I've not done much 3d programming, so take my 'optimizations' with a grain of salt, but they are all 5 minute jobs to implement Likewise on the normal map Like this You're right about the spurious division by Also, your optimized loop is pretty much exactly what I was thinking. Back then, on a mhz celeron, every cycle mattered!
Well, they still do, but not as much. I'm spoiled by letting GPUs do most of the work. I like the idea of acting on float buffers That being said, my plan right now is to make the app feature complete before I optimize.
As of last night, I have exporting working with a nice sheet where you can select output format and compression options and right now I'm implementing dimension locking for resizing. Easier said than done! Cocoa bindings are falling into an infinite loop Once that's done I'm going to make a batch processor.
Just a window with a drop target, and batch settings. When that works Shamyl Zakariya. Sorry for the OT.
Normal map plugin on mac 2.8.2
Ars Scholae Palatinae et Subscriptor. Could someone explain in layman's terms what is going on here please? Jump to: NYC Registered: Jun 15, Posts: Mon Jun 25, 3: Shamyl Zakariya Ars Praefectus Tribus: Seattle, WA Registered: Feb 19, Posts: Mon Jun 25, 5: May 7, Posts: Mon Jun 25, 6: Provide feedback Jan 17, Posts: Since Crazy Bump went commercial I haven't been able to find any normal mapping software for Mac, so I wrote my own.
Its algorithm isn't nearly as advanced as Crazy Bump, but it doesn't pretend to be. Harpoon can only do normal maps. I am working on another program, Depth Charge, that will be able to do height maps, AO maps, and specular maps, as time allows.
Unfortunately, I'm a freelancer working on Depth Charge in my spare time, so I can't make any guarantees about when it will be released. Of course, how much time I'm willing to take depends on community interest as well as Harpoon sales, which is another reason for giving the discount to Harpoon customers.
You can find Harpoon on the web and download a free demo at: I apologize for the poor quality of the video. Making tutorials isn't as easy as I thought'd be. There will be more tutorials coming, along with Unity scenes to go along with them so potential customers can walk around in an environment created with the tool. I'll try to do better on those tutorials.
HemiMG , Feb 8, BrandyStarbrite likes this.