[BUG] Bump mapping problems

Feature requests, bug reports and related discussion
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skypa
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Post by skypa » Sat Dec 02, 2006 8:32 am

Any news on the smoothening bug, Ono? I'd like to use Indigo for some organic modeling rather than the usual bathroom/living room extravaganza thus a working normals smoothing _with_ a normal-map/bump-map applied would be quite handy. ;)

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rgigante
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Post by rgigante » Tue Dec 05, 2006 10:06 pm

Here's my 2 cents (missing the specMap Bug)
Image

Cheers...

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rgigante
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Post by rgigante » Thu Dec 21, 2006 12:16 am

A little ping on Bump Map bug(imho the most urgent to be fixed )...any news Ono?


Thx, Riccardo

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CTZn
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Re:

Post by CTZn » Mon Dec 20, 2010 1:08 pm

OnoSendai wrote:Let me explain in more detail...
When bump mapping is enabled, the underlying, pre-perturbed normal used is the geometric normal. The shading (interpolated) normal is not used.
This is incorrect, and will be fixed at some point.
I think that point was overlooked, was it ? I was sent images and could reproduce the issue on a diffuse material.

Another thread worth bumping I think ;)
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OnoSendai
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Re: [BUG] Bump mapping problems

Post by OnoSendai » Mon Dec 20, 2010 1:21 pm

I think this is fixed now, please don't bump ancient threads, unless you are sure the problem still exists :)

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CTZn
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Re: [BUG] Bump mapping problems

Post by CTZn » Mon Dec 20, 2010 1:36 pm

You know I'm a little mind, boss :)
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pixie
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Re: [BUG] Bump mapping problems

Post by pixie » Tue Dec 21, 2010 11:54 am

OnoSendai wrote:I think this is fixed now, please don't bump ancient threads, unless you are sure the problem still exists :)
Does this qualify as a problem? I was using the BdB so that I could tune up some fabrics and it went ugly...

It goes without saying that without bump the scene seems perfect.
Attachments
bump.jpg

Lemo
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Re: [BUG] Bump mapping problems

Post by Lemo » Tue Dec 21, 2010 1:59 pm

Yea I also don't quite understand if this is fixed or not
I'm a little mind too I guess :roll:
Btw for everyone else here are the samples I sent to CTZn (subdivs | noSubdivs)

ImageImage

I mean isn't it supposed to work with the actual mesh without subdivisions?

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CTZn
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Re: [BUG] Bump mapping problems

Post by CTZn » Tue Dec 21, 2010 8:00 pm

My excuses, Ono is right in that sense that the issue pointed first in this thread was fixed, I was quoting the sentence for relevance but the issue is different.

Also it should be clear to all that bump mapping is a shading hack present because it's so popular. As any technique it comes with it's own limitations, and as an old technique they are quite not negligeable.

Now, the title fits.

When using a pretty low frequency noise as bump mapping, geometric normals seem prone to emerge from texels with the lowest values, as if the bump shading was clamped off for them.

For instance I seem to understand that the black zones are due to the fact that negative incidences lead nowhere with bump mapping, or the ray depth is altered by bump for all I can imagine... Paint bucket someone ?
Attachments
bump_noSubdiv_opaqueSpecularSphere.jpg
opaque specular
bump_noSubdiv_specularSphere.jpg
PT, diffuse, specular
sphere: 20x20 faces
file texture as bump:
b3mm c-1.5mm
No hard edges visible !
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CTZn
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Re: [BUG] Bump mapping problems

Post by CTZn » Tue Dec 21, 2010 8:27 pm

The bit depth is revealing this inherent limitation of bump mapping. It is logical since the depth aliasing is creating plateau's.

I think that we are falling back to the nice interpolation request.

edit: I'm wondering how much a nice filtering could enhance bump's performances, transport wise. But I'm mitiged as wether it's all about texture depth.
Attachments
back_to_filtering.jpg
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