Hi everyone, Neil here. I just wanted to let everyone know what’s been happening with ShaderMap development and talk a little bit about the releases coming in 2013. They will be known as SM2 R1 and R2. (2.1, 2.2)
Current development on R1 is 90% focused on a complete overhaul of the Normal Editor. This will include new tools and a layer system. The goal is to add smooth and accurate normal painting with an interface many artists will feel comfortable with. We are expecting to release the next version, with the Normal Editor improvements, sometime in the first half of 2013. As we get closer I’ll post a release date here.
Revision 2 development will bring improvements to the map interface, new map add-ons, and additional controls to existing maps. There will be more news after R1 is released.
Thanks for everyone’s comments and suggestions on this forum. We hope you’ll be patient as we continue to develop ShaderMap for many years to come.
ShaderMap 2.0.7 improves normal to displacement conversion. Learn about fixes and new features here.
ShaderMap 2.0.6 adds FBX importer. Learn about fixes and new features here.
New Default Geometry Type in ShaderMap 2 - Scales to fit the Material Ratio
ShaderMap SDK Tutorial - Creating Maps
An SDK tutorial on creating ShaderMap maps with C++ has been posted on the gamedev.net journal - SDK Tutorial
ShaderMap Version 2.0.5 Update
A new version of ShaderMap 2 is now available for download. This version brings bug fixes, new features, and options.
Some of the new features include:
- Support for OBJ quads
- Lockable and savable source maps
- Optimized GPU usage
- Option to override tile types for source maps
- Option to set default geometry for projects
- A V Brush vector reset button
- Keyboard shortcuts
- And last but not least, a built in support page
For a complete list of updates visit http://shadermap.com/forums/showthread.php?tid=35
To download the latest version visit: http://shadermap.com/downloads
ShaderMap 2 Tutorial - Creating Normal Maps with ShaderMap 2
This is a quick tutorial to show you how easy it is to create normal maps with ShaderMap 2.
Step 1: Open ShaderMap 2 and make sure the Color Texture check box is checked on the start screen. Next open a texture from file by clicking the blue folder icon.
Step 2: Normal maps are generated from displacement maps in ShaderMap 2. Select the displacement map (the one in the middle of the grid). Making changes to contrast, brightness, and the auto-edge sliders will change the way the normal map is generated.
Step 3: Select the normal map and adjust intensity, normal sharpening, and even change the coordinate system the normals use. Then click the file icon next to the normal map to save it to file.
Download the free demo: http://shadermap.com
An SDK tutorial has been posted on creating your own materials with ShaderMap. Check it out on our gamedev.net journal.