Author Topic: Added support for normalbump, Hair&Fur  (Read 14595 times)

2013-01-22, 21:43:46

Ondra

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Available in the daily builds.
Hair&Fur is pretty rudimentary though, it works only in the geometry mode.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-01-22, 21:59:29
Reply #1

Chakib

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Awesome !!!

is this available for legacy too ? :D

2013-01-22, 22:25:20
Reply #2

Ondra

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no, I'll make it when I have some time.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-01-22, 22:59:08
Reply #3

Chakib

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2013-01-23, 11:37:01
Reply #4

racoonart

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mmhhh... looks like normal bump is just working in local/world space modes. Nothing happens if set to tangent... or did i miss something?
Any sufficiently advanced bug is indistinguishable from a feature.

2013-01-23, 12:18:23
Reply #5

lacilaci

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2013-01-23, 13:14:58
Reply #6

Ludvik Koutny

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mmhhh... looks like normal bump is just working in local/world space modes. Nothing happens if set to tangent... or did i miss something?

For me, tangent mode works, but produces very odd results...

2013-01-23, 13:17:50
Reply #7

racoonart

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Tangent "works" if i crank up the values to max but even then there are only some kind of outlines visible
Any sufficiently advanced bug is indistinguishable from a feature.

2013-01-23, 19:52:07
Reply #8

maru

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Haven't tried it with Corona as I don't have access to newer builds but normal bumps sometimes have problems with gamma when loading them. If it's the case, setting bitmap's gamma to 1.0 when loading it could help.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2013-01-23, 21:01:48
Reply #9

racoonart

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yes, normal maps should always(!) be loaded with 1.0. Same for displacement maps, reflection etc - Everything non-directly-visible (which means: maps that are used for controlling specific effects)) ;)
But tangent is definitely broken here.
Any sufficiently advanced bug is indistinguishable from a feature.

2013-01-29, 13:55:28
Reply #10

jrcenator

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yes, normal maps should always(!) be loaded with 1.0. Same for displacement maps, reflection etc - Everything non-directly-visible (which means: maps that are used for controlling specific effects)) ;)
But tangent is definitely broken here.

could you please tell me how to do that? :)

2013-01-29, 14:41:46
Reply #11

racoonart

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could you please tell me how to do that? :)

That's pretty easy to do.
First you need to have gamma workflow setup correctly ("Rendering" -> "Gamma/Lut Setup".
I keep it this way:


input and output to 2.2 (whereas output is more a personal decision, I have it setup to 2.2 for scripting reasons, normally - in an exr workflow - I'd tend to use 1.0)

After that the important step is documented here... If you load a bitmap texture you have to check "override" and set it to 1.0, this means the map will be loaded with gamma 1.0 (which will obviously look too bright in your editor but that's ok)


Any sufficiently advanced bug is indistinguishable from a feature.

2013-01-29, 15:36:45
Reply #12

jrcenator

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could you please tell me how to do that? :)

That's pretty easy to do.
First you need to have gamma workflow setup correctly ("Rendering" -> "Gamma/Lut Setup".
I keep it this way:


input and output to 2.2 (whereas output is more a personal decision, I have it setup to 2.2 for scripting reasons, normally - in an exr workflow - I'd tend to use 1.0)

After that the important step is documented here... If you load a bitmap texture you have to check "override" and set it to 1.0, this means the map will be loaded with gamma 1.0 (which will obviously look too bright in your editor but that's ok)

Thanks a lot, this really helped me out :)

2013-03-01, 09:19:15
Reply #13

Polymax

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NormalMap is not working! Or working not correctly(dayli update from 01/03/2013)
« Last Edit: 2013-03-01, 09:21:52 by Polymax »
Corona - the best rendering solution!

2013-03-01, 09:41:32
Reply #14

Ludvik Koutny

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NormalMap is not working! Or working not correctly(dayli update from 01/03/2013)

This is a great example. Very simple scene with reproduced bug.... This will help a lot to fix this problem.