Dreamcast/bumpmapping

General Dreamcast discussion applies here. Before posting here please check the other forums in the Dreamcast section to see if your topic would fit better in those categories.

Moderator: mazonemayu

Forum rules
Please check the other forums in the Dreamcast section before posting here to see if your topic would fit better in those categories. Example: A new game/homebrew release would go in the New Releases/Homebrew/Emulation section: http://dreamcast-talk.com/forum/viewforum.php?f=5 or if you're having an issue with getting your Dreamcast to work or a game to boot it would go in the Support section: http://dreamcast-talk.com/forum/viewforum.php?f=42
cloofoofoo
MegaDeath
Posts: 234

Dreamcast/bumpmapping

Post#1 » Mon Aug 06, 2018 9:27 pm

I remember a while back some newer Dreamcast emulator announced that they now supported bumpmapping and showed how Rayman 2 of all games used it extensively for the levels. Makes me wonder if alot of Dreamcast games used certain features and they simply went unnoticed. Then since allot of people usually say it can't be done on the DC people just don't look for it. I mean I read on another forum how the Dreamcast wouldn't have the power to do real time shadowmapped shadows but then there's a game like Matt Hoffman bmx using it. A middle ground of some bumpmapping maybe the shadowmap and constant motionblur and cross-fades like skies of Arcadia and u got yourself games that would've resembled the other 3 consoles.

Rayman 2 with and without bump:
Image

Video:


Mat Hoffman bmx shadowmap:
Image

User avatar
Anthony817
Shark Patrol
Posts: 2018

Re: Dreamcast/bumpmapping

Post#2 » Wed Aug 08, 2018 5:39 pm

Yeah Soul Calibur for sure used some bump mapping on the ground definitely. Some sources say that the Godzilla game did too especially on Godzilla himself.

Image
Image

cloofoofoo
MegaDeath
Posts: 234

Re: Dreamcast/bumpmapping

Post#3 » Thu Aug 09, 2018 8:52 am

Anthony817 wrote:Yeah Soul Calibur for sure used some bump mapping on the ground definitely. Some sources say that the Godzilla game did too especially on Godzilla himself.

Image


That would be cool but I remember reading that DC bumpmapping had the limitation of being flat shaded thus not suited for characters or organic things. I wonder if they found a solution to that.

User avatar
BlueCrab
Developer
Posts: 730

Re: Dreamcast/bumpmapping

Post#4 » Thu Aug 09, 2018 10:03 am

Bumpmapping doesn't perturb the actual geometry of the underlying model, so it is always "flat", so to speak. What bumpmapping does is to perturb the normal vectors of a poygon so as to give it the appearance of bumpiness, while not actually making the underlying geometry any more complex -- it gives the illusion of a polygon that is not flat made out of one that actually is.

Flat shading, on the other hand, means that the normals of a particular polygon are constant throughout. Flat shading and bumpmapping cannot possibly be done on the same polygon, considering bumpmapping works by perturbing normals (in theory anyway).

cloofoofoo
MegaDeath
Posts: 234

Re: Dreamcast/bumpmapping

Post#5 » Thu Aug 09, 2018 2:23 pm

BlueCrab wrote:Bumpmapping doesn't perturb the actual geometry of the underlying model, so it is always "flat", so to speak. What bumpmapping does is to perturb the normal vectors of a poygon so as to give it the appearance of bumpiness, while not actually making the underlying geometry any more complex -- it gives the illusion of a polygon that is not flat made out of one that actually is.

Flat shading, on the other hand, means that the normals of a particular polygon are constant throughout. Flat shading and bumpmapping cannot possibly be done on the same polygon, considering bumpmapping works by perturbing normals (in theory anyway).


I guess i misremembered something, I remember reading a long time ago something about the lighting being constant across the polygon giving it a flat shaded look not suited for organic models on when using bumpmap the dc. I guess not. Yeah I have basic understanding (used to low polymodel as a hobby. ) of bumpmapping , back when I used to model I fiddled around using a greyscale "heightmap" to get a certain look when lit.

mrneo240
Arabian Night
Posts: 329

Re: Dreamcast/bumpmapping

Post#6 » Fri Aug 10, 2018 6:06 pm

There's plenty of bumpmapping examples for DC.

I don't get how it's surprising

cloofoofoo
MegaDeath
Posts: 234

Re: Dreamcast/bumpmapping

Post#7 » Fri Aug 10, 2018 9:16 pm

mrneo240 wrote:There's plenty of bumpmapping examples for DC.

I don't get how it's surprising


That's not really the case though. Besides the coin in shenmue people generally thought it wasn't used at all. And the fact games like Rayman 2 don't have moving light sources makes it hard to spot. You have other game examples of the technique?

User avatar
Nico0020
Graffiti Grind
Posts: 314

Re: Dreamcast/bumpmapping

Post#8 » Sun Aug 12, 2018 9:52 am

Didn't Sturmwind use bumpmapping? I think I remember that being the case.

Sent from my Nexus 5X using Tapatalk

  • Similar Topics
    Replies
    Views
    Last post

Return to “Lounge”

Who is online

Users browsing this forum: No registered users