Author Topic: Bump (bitmap filtering) + glossiness = problem :P  (Read 17944 times)

2013-05-03, 17:24:05
Reply #30

Chakib

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this bug still not solved in recent fullspeed build ?

2013-05-03, 18:51:18
Reply #31

Ondra

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

2013-05-22, 18:51:34
Reply #32

Ondra

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I went over the scene. The problems are:
- You use way too much bump
- your bump map is practically a 1D texture, with only horizontal lines. Such texture will turn your material reflections to anisotropic ones. The hard line you see on the floor is actually an anisotropic reflection of the teapot base. This is further highlighted by the fact that corona requires all reflection rays to be above the surface - so there are many rays at the grazing angle, resulting in the sharp reflection of the geometry part which is barely touching the floor. You need to use a bump map with some variation also in the other axis, the problem then disappears
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-06-12, 21:24:53
Reply #33

Stan_But

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With little bump value it is just become less visible but not disappear. Even with using square parametric tiles.

2013-06-12, 22:05:44
Reply #34

Ondra

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can you post the square parametric tiles scene?
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-06-12, 22:13:30
Reply #35

Stan_But

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in attachment.
but i think it is not 'major' status problem

and some pictures for example. It's not reference but maybe so will be better to understand what i mean

looks like works some cutoff in the shadow of teapot and shadows didn't affect on light reflections at the edges of tiles

2013-08-14, 10:45:38
Reply #36

Volden

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For such cases I`m using displacement

And did someone tried to use normal maps instead of bump?

2013-08-14, 16:04:11
Reply #37

Ondra

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normal mapping should give you the same problems as bump mapping, because it is also fake. Only displacement is correct
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)