Author Topic: Faceted bump render  (Read 5590 times)

2014-06-16, 09:17:53

Richy

  • Active Users
  • **
  • Posts: 43
    • View Profile
Hi, this is simple sphere with bump map, and i can't remember how to solve this.

Thanks!

2014-06-16, 09:25:14
Reply #1

ecximer

  • Active Users
  • **
  • Posts: 286
  • Scriptobot
    • View Profile
add mesh smoothing iterations.
sorry for my english

2014-06-16, 10:06:36
Reply #2

Richy

  • Active Users
  • **
  • Posts: 43
    • View Profile
Subdivided mesh, but got just smaller facets.

2014-06-16, 11:21:27
Reply #3

Captain Obvious

  • Active Users
  • **
  • Posts: 167
    • View Profile
There is no real solution for it. You'll have to reduce the bump strength and increase the mesh smoothing.

2014-06-16, 11:53:41
Reply #4

crazyman

  • Active Users
  • **
  • Posts: 87
    • View Profile
Show mat settings. Are you sure you did not apply normal map as bitmap, or opposite bump bitmap as normals?

2014-06-16, 12:37:51
Reply #5

Richy

  • Active Users
  • **
  • Posts: 43
    • View Profile
Show mat settings. Are you sure you did not apply normal map as bitmap, or opposite bump bitmap as normals?

I just plugged procedural noise into bump slot.

2014-06-16, 13:07:44
Reply #6

Captain Obvious

  • Active Users
  • **
  • Posts: 167
    • View Profile
This isn't a bug or anything. It's called the terminator problem, and you can read some about it in this PDF: http://geekshavefeelings.com/x/wp-content/uploads/2010/03/Its-Really-Not-a-Rendering-Bug-You-see....pdf

Basically, what's happening here is that the strong bump map is increasing the effect. You need to A) reduce the strength of the bump and B) increase the tessellation of your sphere. Eventually it won't be noticeable any more.

2014-06-16, 13:12:49
Reply #7

crazyman

  • Active Users
  • **
  • Posts: 87
    • View Profile
OR just use displacement instead bump

2014-06-16, 13:18:09
Reply #8

Richy

  • Active Users
  • **
  • Posts: 43
    • View Profile
Thanks!

2014-06-16, 13:39:33
Reply #9

Captain Obvious

  • Active Users
  • **
  • Posts: 167
    • View Profile
OR just use displacement instead bump
Yes, that works too because it actually generates additional polygons, instead of just changing the normals. But you can still get this problem with displacements, if your displacement subdivision rate is too coarse.