Author Topic: Checker map doesn't work on Bump  (Read 4751 times)

2013-03-06, 07:30:09

vicnaum

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Simple 3dsmax Checker map, with two striped gradients in slots.

When I apply it to Diffuse, it looks okay:


But when I drag it into the Bump slot, then here's what happens:


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...



(Corona Alpha 3)

2013-03-06, 11:28:28
Reply #1

maru

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Good old blur bug?
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2013-03-06, 16:43:47
Reply #2

Levian

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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.

2013-03-06, 20:40:56
Reply #3

Ondra

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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.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-03-09, 17:14:18
Reply #4

vicnaum

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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:


And here's the same Checker map put in the Bump slot:


I guess it's obvious that half of the squares just dissapeared, and the other ones have two textures rendered mixed (Cellular+Gradient).

2013-03-09, 23:25:08
Reply #5

Ondra

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I am fairly sure this is a bug in the checker map, same thing happens in scanline:
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)