I can see bumps on alpha mask render ???

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delic
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I can see bumps on alpha mask render ???

Post by delic » Thu Apr 24, 2008 7:04 pm

I can see bumps on alpha mask render, is that wanted ?

Or did I set the bumps too high on negative values ?

Vanessa07
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Post by Vanessa07 » Thu Apr 24, 2008 8:35 pm

I think your talking of reflects! It's can be both a problem and a good think to keep your render "true"

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delic
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Post by delic » Thu Apr 24, 2008 9:21 pm

It's on the objects where I set a bump map with high neg values ...

Do you mean it could be where the alpha background is refelcted ?
My phong objects should then be half transparent regarding to alpha render ...


:?:

Vanessa07
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Post by Vanessa07 » Thu Apr 24, 2008 9:43 pm

Do you mean it could be where the alpha background is refelcted ?
Yes, did you try with diffuse mat?

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Kram1032
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Post by Kram1032 » Thu Apr 24, 2008 10:05 pm

btw, an Image of the problem would be nice ;)
What do you want to get with a negative bump? That inverts the map. Is that, what you want?

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delic
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Post by delic » Fri Apr 25, 2008 7:49 am

for bump maps, I'm not sure about a thing in indigo, is grey = 0, or is white = 0, with positive/negative values as direction.

If you say neg inverts, the bump maps should be grey based, black up or white up ?

From blendigo, are the values according to the world scale exponent ?

:?:

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Kram1032
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Post by Kram1032 » Sat Apr 26, 2008 10:40 am

The range depends on your settings....

You have the A, B and C value.... ignore A for the moment. Search in the forums for more details - already was asked thousands of times before ;)

Basically, C is your blackpoint and B your Whitepoint. - I think, it's translated to meters which is why the values have to be that low to look right...
If you set a negative B, white suddenly makes holes instead of bumps.
A C-value of exactly 0 would tell Indigo that the lowest colour is black (except, as I said, if your B is negative. Then, black will form bumps instead of holed)
If you want to have 50%-grey in the middle... I think, you would have to set the C-value to the same as the B-value but inverted...

to answer your questions more directly: On default, black=0 and white=1. Grey would be 0.5
To set white=-1, black=1 and grey=0, you should set B to -*yourBumpValue* and C to *yourBumpValue* ;)

Bumpmapping hasn't got anything to do with world scale, I think.... Except the values really are meters.........

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delic
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Post by delic » Sat Apr 26, 2008 8:38 pm

Thx a lot !

:D

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OnoSendai
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Post by OnoSendai » Sun Apr 27, 2008 7:34 pm

THis is a known bug, just don't use bump mapping when doing alpha renders.

StompinTom
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Post by StompinTom » Mon Apr 28, 2008 6:47 am

bah, i guess this is an exporter question, but would it be possible to put in a material override toggle? say if i get the sudden urge to render my whole model with a pink glass material. what i really mean is for clay renderings and such.

by the way, havent thanked you, ono, for the alpha rendering. definitely a TON easier to composite stuff now! i find that the lens matching between Blender and Indigo isnt perfect (somethings off...) so it saves a lot of time scaling and distorting a mask i make in Blender to fit the Indigo rendering!

cool.

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