Help to implement Bump mapping.

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kintuX
Posts: 477
Joined: Wed Jan 10, 2018 2:37 am

Re: Help to implement Bump mapping.

Post by kintuX » Sat May 25, 2019 8:33 am

Looks like Normal Bump Mapping is "normalized". Here's Height Value @ 1 :?
Did some other values change?
Am experiencing strange behavior with Homogeneous Volume (SSS)... as if it's not working, need to keep really low color values for Depth & Scale to behave as expected.
Lighting: simple 3 point Area Lamps
leeperrysmithS-LuxCore2.jpg
leeperrysmithS-NormalBump.jpg
Source file: Lee Perry Smith Head in BGE /with Textures (@ BlendSwap)
LuxCore2 test file:
leeperrysmithS.zip
(628.56 KiB) Downloaded 32 times
leeperrysmithS_textures.7z (53.16 MB @ workupload)

PS
Using latest version (dailies)

kybio
Posts: 13
Joined: Tue Apr 30, 2019 4:11 am

Re: Help to implement Bump mapping.

Post by kybio » Sat May 25, 2019 6:01 pm

Try using my bump map, use map with black and white colors. Ignore the map Tangent_SmoothUV, use the map that I placed. But SSS certainly is not functional, I can not do the interior volume function as it should.
Attachments
manfull8.jpeg

wasd
Posts: 250
Joined: Tue Apr 24, 2018 7:20 pm

Re: Help to implement Bump mapping.

Post by wasd » Sat May 25, 2019 8:46 pm

I do something like this:
sss_example.png
In scene settings, Color Management->View should be set to "Filmic" or else colors would be wrong.

Also, there's some magic rituals I perform:
1) add world volume (clear volume with IOR 1.0)
2) in camera settings uncheck "Auto-Detect Camera Volume"
3) make sure there's no Camera Volume specified (it should be "---"). Volumes will not work if there's camera volume set.
Attachments
leeperrysmithS-wasd-b.zip
(1.49 MiB) Downloaded 45 times
CPU Bidir (sometimes GPU Path) + Metropolis | Log Power | Core i5-4570

kintuX
Posts: 477
Joined: Wed Jan 10, 2018 2:37 am

Re: Help to implement Bump mapping.

Post by kintuX » Sat May 25, 2019 11:32 pm

wasd wrote:
Sat May 25, 2019 8:46 pm
I do something like this: sss_example.png
In scene settings, Color Management->View should be set to "Filmic" or else colors would be wrong.

Also, there's some magic rituals I perform:
1) add world volume (clear volume with IOR 1.0)
2) in camera settings uncheck "Auto-Detect Camera Volume"
3) make sure there's no Camera Volume specified (it should be "---"). Volumes will not work if there's camera volume set.
It shouldn't behave like this.
After playing some 'late nighter'... it seems like quite a few Values are "misaligned" in BlendLux exporter (ie. nanometers, multiscattering effect on Glossy Translucent is pretty strong...). Needs systematic analysis. :|
kybio wrote:
Sat May 25, 2019 6:01 pm
Try using my bump map, use map with black and white colors. Ignore the map Tangent_SmoothUV, use the map that I placed. But SSS certainly is not functional, I can not do the interior volume function as it should.
Here it is, displacement to Bump @ 5mm Height
leeperrysmithS-LuxCore2.2beta_DisplaceMap-Bump5mm.jpg
DisplacementToBumpNode.jpg
with SSS/Volume (wish for texture driven depth arises)
leeperrysmithS-LuxCore2.2beta_DisplaceMap-Bump5mm+SSS.jpg
And finally wrangled into a single crash :mrgreen: love the stability & safety backups
Here, beauty render (no clamp, Default View)
leeperrysmithS-LuxCore2.2beta_WrangleMangle.jpg
and the latest scene
leeperrysmithS2.zip
(634.17 KiB) Downloaded 32 times
Funny and confusing at same time, as we all use different values, consequently taking too much time to achieve somewhat good results on simple tasks (hopefully observer sees the confusion (especially for newcomers) & what, where LuxCore is lacking).

kybio
Posts: 13
Joined: Tue Apr 30, 2019 4:11 am

Re: Help to implement Bump mapping.

Post by kybio » Sun May 26, 2019 8:57 pm

Yes, several alternatives, but I can not see the effect of SSS on the ears ... if they save only the usable scene in the Luxcoreui (*.scn) that it just creates a new reddish color image, the volume still does not work as it should ... a transmission of deeper blood vessels does not work.

You will understand this if you put a light on the back of the head.
Attachments
Lee-Comp-Big_014.jpg
manfull.png

wasd
Posts: 250
Joined: Tue Apr 24, 2018 7:20 pm

Re: Help to implement Bump mapping.

Post by wasd » Mon May 27, 2019 2:01 am

kybio wrote:
Sun May 26, 2019 8:57 pm
Yes, several alternatives, but I can not see the effect of SSS on the ears
...
You will understand this if you put a light on the back of the head.
ears.jpg
CPU Bidir (sometimes GPU Path) + Metropolis | Log Power | Core i5-4570

kybio
Posts: 13
Joined: Tue Apr 30, 2019 4:11 am

Re: Help to implement Bump mapping.

Post by kybio » Mon May 27, 2019 2:21 am

Thank you very much for your help!

kintuX
Posts: 477
Joined: Wed Jan 10, 2018 2:37 am

Re: Help to implement Bump mapping.

Post by kintuX » Mon May 27, 2019 9:00 am

Had found couple of bugs, appearing only when using OCL:
1. Bump is broken with any value.
2. Volume (SSS) is more intense (brighter).

Comparison - Difference:
Preview:
Image
Original images (full size):
Bump&SSS_bug.zip
(3.97 MiB) Downloaded 29 times
Scene File:
leeperrysmithS_OCL.blend
(2.26 MiB) Downloaded 34 times

Final Animation (CPU, OIDN 50%) @ streamable
GIF Preview:
Image

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