provisory wrote: ↑Sun Aug 11, 2019 9:27 am
After some comparisons I think again, that something is not perfect with LuxCore bump mapping.
Left side is highly subdivided and has displacement modifier with the bump texture.
Right side is low poly and has bump mapping with the same bump texture.
Cycles:
bump-test3-cycles.jpg
LuxCore after shadow terminator taming:
bump-test3-luxcore_new.jpg
LuxCore before it:
bump-test3-luxcore_old.jpg
Thanks, this is actually a better testscene than my own I think.
It is clear that luxcore was wrong even before, just in a different way. Now I say again, as Farbigewelt mentioned cycles might have issues of it's own... Some sort of magic is needed to have perfect bump mapping in luxcore
playing around some more with different textures and procedurals and it looks like it all works nicely unless there is a big contrast in the texture itself.
So something like leather pattern or textile pattern itself can work really nicely even with stronger bumps. Problem arises with textures that have bigger contrast. When textures or procedurals have big contrasty variations then stronger bump pushes some values too far and those black spots start to appear.
maybe some trick to prevent shading normal pointing away from camera at glancing angles could keep the bump quality but prevent those black spots?
The materials on those headphones look awesome to me. Any advice on where I might be able to learn how to do that? Would it be ok to see the file or even just the node setup?
Racleborg wrote: ↑Mon Aug 12, 2019 3:17 pm
@lacilaci
The materials on those headphones look awesome to me. Any advice on where I might be able to learn how to do that? Would it be ok to see the file or even just the node setup?
Thank you
It's pretty basic, all of my materials usually are:
Can't giveaway these textures, but probably any generic leather pattern can work (just make sure there is no big contrast in the texture or bump mapping breaks)