Author Topic: Normal map error with normals  (Read 21520 times)

2013-10-16, 23:31:18
Reply #15

rafpug

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Good evining


Hello tiagodmed

This is the effect you wanted?
a softer shadow?


Greats
Raf

2013-10-16, 23:36:45
Reply #16

rafpug

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lacilaci, what happens is that when you increase the subdivision the error starts to become imperceptible, because it happens on the faces of the object, as the smaller the face unless the error will appear.
But if you have to increase subdivision of the object to be certain it no longer makes sense to use normal map, in which case you use a displacement.

By the way, I'm not using any build

you can post an example?

Thanks
Raf

2013-10-16, 23:48:05
Reply #17

tiagodmed

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In real I've posted on the first page, but to pinpoint the error, here is wrong and right.


2013-10-16, 23:51:06
Reply #18

rafpug

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2013-10-16, 23:53:44
Reply #19

rafpug

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How come you use a teapot with segments 5 - 10?

is there a reason?

2013-10-17, 00:15:26
Reply #20

rafpug

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There are other methods for dividing the surface of 5 segments
Editable poly/subbdivision surface

The aliasing effect disappears unlike Meshsmooth and TurboSmooth

2013-10-17, 09:31:53
Reply #21

lacilaci

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2013-10-17, 17:47:29
Reply #22

tiagodmed

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Normal mapping cannot fix shadow terminator effect. Or can it??? http://blog.irayrender.com/post/29042276644/shadow-acne-and-the-shadow-terminator

Damn it, that was what I feared!

And at the end he says exactly what I mentioned, if you have to increase subdivision to minimize the problem is better now to use displacement.

2013-10-19, 08:16:59
Reply #23

Vanya

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Hi friends, today something that did not work, the problem of map in the map itself.

« Last Edit: 2013-10-19, 09:01:29 by Vanya »

2013-10-19, 09:37:29
Reply #24

rafpug

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Hello Vanya

3dsmax .. version?

2013-10-19, 09:41:51
Reply #25

rafpug

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Normal mapping cannot fix shadow terminator effect. Or can it??? http://blog.irayrender.com/post/29042276644/shadow-acne-and-the-shadow-terminator

Damn it, that was what I feared!

And at the end he says exactly what I mentioned, if you have to increase subdivision to minimize the problem is better now to use displacement.

ahahah tiagodmed...you are strong!

2013-10-19, 11:51:27
Reply #26

Vanya

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Hello Vanya

3dsmax .. version?

3dsMax 2012 Design

I have a question off topic, the Corona does BAD work on dual processors ??
« Last Edit: 2013-10-19, 11:55:59 by Vanya »

2013-10-19, 19:02:52
Reply #27

tiagodmed

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Hi friends, today something that did not work, the problem of map in the map itself.



I don't understand what you did, it seems like you tried to put a normal map shader within the normal map shader, was that?
I can not imagine a reason to do so, does not make sense, within the normal map shader you must put a bitmap normal map, or substance shader from normal map.

2013-10-21, 08:06:18
Reply #28

Vanya

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I don't understand what you did, it seems like you tried to put a normal map shader within the normal map shader, was that?
I can not imagine a reason to do so, does not make sense, within the normal map shader you must put a bitmap normal map, or substance shader from normal map.

Yes, the first time I accidentally put the "normal map" into the "normal map" //
But I know what and where to insert ;)
This is not normal ! in 'mentalray' 'vray' 'and in all other rendering programs' you can insert the "normal map" in a "normal map" many many time, as you may have noticed, then this card is broken.

2013-12-19, 23:44:01
Reply #29

Ondra

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I took a look at the original problem, and it is just the standard terminator issue, because the bump map actually has small details on it. You need to just increase subdivisions of the geometry
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)