[BUG] Bump mapping problems
Re:
I think that point was overlooked, was it ? I was sent images and could reproduce the issue on a diffuse material.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.
Another thread worth bumping I think
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Re: [BUG] Bump mapping problems
I think this is fixed now, please don't bump ancient threads, unless you are sure the problem still exists
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Re: [BUG] Bump mapping problems
Does this qualify as a problem? I was using the BdB so that I could tune up some fabrics and it went ugly...OnoSendai wrote:I think this is fixed now, please don't bump ancient threads, unless you are sure the problem still exists
It goes without saying that without bump the scene seems perfect.
Re: [BUG] Bump mapping problems
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 ?
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 ?
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Re: [BUG] Bump mapping problems
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.
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.
obsolete asset
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