bump map + normal_smoothing?
bump map + normal_smoothing?
Hey,
I can't get the bump maping to work with normal smoothing.
Here are two images, 1st has a teapot with a bump map applied and 2nd without it.
I can't get the bump maping to work with normal smoothing.
Here are two images, 1st has a teapot with a bump map applied and 2nd without it.
- Attachments
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- no_bump.jpg (137.12 KiB) Viewed 12587 times
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- bump.jpg (141.78 KiB) Viewed 12587 times
Seems to be related to this
Sould the connected to Sun Lightsource...
simply subdivide your mesh until your RAM bursts and you'll get nice shadows
Sould the connected to Sun Lightsource...
simply subdivide your mesh until your RAM bursts and you'll get nice shadows

polygonmanufaktur.de
- cookieofdoom
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Hmm... I've seen something similar on Renderman-compliant REYES renderers. If you write a shader that calculates the bumped normal by perturbing true geometric normal rather than the smoothed normal, it looks a bit like that. I don't know why it only seems to be affecting direct light, though, and not reflected light. Of course, Indigo's a bit of a black box to me. Only OnoSendai can really say what's going on here.
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Hmm... Looking at it again, it looks like each of those polygons is either fully illuminated or fully in shadow, with regards to the emitter, but has proper intermediate levels of shading with regards to reflected light. Is there any chance that something that ought to be a float or a double is coming out as an int or a bool? Total stab in the dark, here.
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- Posts: 126
- Joined: Wed Nov 28, 2007 9:16 am
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- Posts: 126
- Joined: Wed Nov 28, 2007 9:16 am
Um... no. REYES renderers certainly don't give that sort of image artefact unless you've done something wrong.BbB wrote:That always happens with sun light and bump maps on low-geometry meshes. No way around it but to increase the polys. Pretty much all renderers are affected by the way. Not an Indigo singularity.
Raytracers might with very bright light since some edge polygons will be shadowed by other edge polygons. That still doesn't explain why the direct illumination seems to be uniform across the lit half of the surface, though.
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