[Papervision3D] PV3d vs. Away3D - what the difference? BE SPECIFIC!

nospam at therossman.org nospam at therossman.org
Sat Jul 4 19:07:36 PDT 2009


Very informative post, great examples!

Thanks for taking the time to put that out there  :)

Cheers,
mark


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> With respect Antoine, and at the risk of sounding pedantic, those terms
> are not entirely synonymous, and while<br>
> I'm sure you have a grasp of the different techniques I'll try and
> explain the differences. <br>
> <br>
> For starters normal maps can be used for more than just texture.<br>
> While you can use normal maps on a model for "bumps", they are
> inherently 3 dimensional as appose to a bump maps 1 dimension.<br>
> That is to say they describe the direction of a pixel, contra it's (one
> dimensional) displacement above or below a given surface.<br>
> While monochromatic bump maps create variation in a reference face
> during lighting calcs, normals don't necessarily require a reference
> face and can<br>
> simulate geometry in a lighting model where no geometry exists at all.<br>
> <br>
> To illustrate, here's a 2D image with a normal map applied. Because is
> contains the direction of each pixel, <br>
> it is possible to simulate lighting even though there is no geometry
> involved whatsoever, or 3d engine for that matter.<br>
> <a class="moz-txt-link-freetext"
> href="http://www.videometry.net/ARdemo/normalMapper.html">http://www.videometry.net/ARdemo/normalMapper.html</a><br>
> (and the normal map used: <a class="moz-txt-link-freetext"
> href="http://www.videometry.net/ARdemo/norms.png">http://www.videometry.net/ARdemo/norms.png</a>)<br>
> <br>
> Granted in that example the normals were pre-calculated from a 3d
> model,<br>
> so here's the same filter applied to a simple photograph of an empty
> room <br>
> <a class="moz-txt-link-freetext"
> href="http://www.videometry.net/ARdemo/normalMapperRoom.html">http://www.videometry.net/ARdemo/normalMapperRoom.html</a><br>
> (normal map drawn freehand in photoshop:
> <a class="moz-txt-link-freetext"
> href="http://www.videometry.net/ARdemo/3dplacementRoom_norms.png">http://www.videometry.net/ARdemo/3dplacementRoom_norms.png</a>)<br>
> <br>
> How would you do that with a bump map?<br>
> While normal maps can do bump mapping, bump maps don't have enough info
> on there own to calculate normals. <br>
> <br>
> Antoine Azar wrote:
> <blockquote cite="mid:B545D9BD-7600-42CF-ABCC-281C6C881942 at 2xmlabs.com"
>  type="cite">Nice demo, but to clarify what you say, normal mapping IS
> bump mapping.
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>   <div align="left"><font face="Arial" size="2">Antoine Azar</font></div>
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>   <div>
>   <div>On 3-Jul-09, at 2:44 PM, Peter Str&oslash;mberg wrote:</div>
>   <br class="Apple-interchange-newline">
>   <blockquote type="cite">
>     <div bgcolor="#ffffff" text="#000000"> There's one difference that
> hasn't been mentioned, but has proven to be of paramount importance to
> me, <br>
> at least for product presentation, and that is normal mapping. <br>
> Away has it, PV does not yet, though I've heard it mentioned a few
> times.<br>
>     <a moz-do-not-send="true" class="moz-txt-link-freetext"
>  href="http://away3d.com/away3d-normal-mapped-bust">http://away3d.com/away3d-normal-mapped-bust</a><br>
>     <br>
> Don't confuse this with bump mapping, as I've seen people do. Normal
> mapping makes a low poly model <br>
> look like a high poly model, and the only "hit" is an extra bitmap in
> the materials stack.<br>
> While bump maps and normal maps can add detail, normal mapping has the
> appearance to adding&nbsp; geometry,<br>
> especially to large smooth, rounded surfaces, not to mention nipples.<br>
>     <br>
> For more info and examples google "Normal Mapping"<br>
>     <br>
> Cheers,<br>
> Pete(2)<br>
>     <br>
> andysk8er wrote:
>     <blockquote cite="mid:24306699.post at talk.nabble.com" type="cite">
>       <pre wrap="">Okay, I have been researching this and I can't find a
> definitive answer. What
> is the main difference between PV3D and Away3D? Don't give me a bunch of
> nebulous statements like "Papervision has more shaders" or "Away handles
> Interactive materials better" or "PV is faster." What I really want to
> know
> is this:
>
> WHAT WAS EACH ENGINE BUILT FOR?
>
> It looks like PV3D has a broad feature set that was intended mostly for
> websites, applications and viewers.
>
> Away looks like it was designed with making 3D games and game environments
> in mind.
>
> Is this true or am I off the mark? I don't really care about things like
> "Away has a torus as a native object." I'm really just curious which
> engine
> fits a certain type of project better than another. If I have a project
> spec, how can I decide which engine to use?
>
> I'm not trying to start any arguments about the engines. I'm very familiar
> with Papervision and have built several projects in it. I haven't used
> Away3D, but I'm starting to think that a few of it's features may be
> helpful
> for a game I am designing in my spare time. Any advice from anyone here?
>
> Thanks,
> Andy.
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