Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] Bug Reporting => [Max] Resolved Bugs => Topic started by: vicnaum on 2013-03-06, 07:30:09
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Simple 3dsmax Checker map, with two striped gradients in slots.
When I apply it to Diffuse, it looks okay:
(http://www.naumik.com/temp/scr3/20130306-odg-127kb.jpg)
But when I drag it into the Bump slot, then here's what happens:
(http://www.naumik.com/temp/scr3/20130306-1h0-101kb.jpg)
On one checker - two gradients get mixed, and the other checker looks like it's empty.
Same happens to noise+gradient in checker slots, two bitmaps in checker slots, etc...
(http://www.naumik.com/temp/scr3/20130306-q93-203kb.jpg)
(Corona Alpha 3)
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Good old blur bug?
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Can I put my bump values above 1? or it can lead to artifacts? Sometimes the value of 1 is very small.
forgive me for my English translator.
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Can I put my bump values above 1? or it can lead to artifacts? Sometimes the value of 1 is very small.
forgive me for my English translator.
yes, the artifacts arise from a combination of factor, not this single one. You can also set max normal difference in general render settings to higher number, because it acts as a upper limit of how much is bump allowed to change a normal.
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What does blur has to do with that?
Here's the scene for test: https://dl.dropbox.com/u/9944031/checkerTest.max
Here's the Checker map in the Diffuse slot:
(http://www.naumik.com/temp/scr3/20130309-ad7-89kb.jpg)
And here's the same Checker map put in the Bump slot:
(http://www.naumik.com/temp/scr3/20130309-bo0-47kb.jpg)
I guess it's obvious that half of the squares just dissapeared, and the other ones have two textures rendered mixed (Cellular+Gradient).
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I am fairly sure this is a bug in the checker map, same thing happens in scanline:
(http://i.imgur.com/tRn2keF.png)