I can't get any bump from brick texure.
fBM diffuse color:
fBM bump:
Brick diffuse color:
Brick bump:
Problem with bump map
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Problem with bump map
- Attachments
-
- bump_bug.zip
- (746.83 KiB) Downloaded 167 times
CPU Bidir + Metropolis | Core i5-4570
Re: Problem with bump map
Bump texture is grey background with black and white lines and black square on it.
Cycles bump: Luxcore bump: Look at the shadows at square depression.
test scene: hdri: https://hdrihaven.com/hdri/?h=green_point_park
Cycles bump: Luxcore bump: Look at the shadows at square depression.
test scene: hdri: https://hdrihaven.com/hdri/?h=green_point_park
CPU Bidir + Metropolis | Core i5-4570
Re: Problem with bump map
I would better use a normal or displacement map for these types of larger raised or embossed structures. Especially if you want to animate the scene and change view direction.
Bump maps are good for small surface variations like pores or wrinkles on a skin. They don't change the actual surface geometry, just fake the illusion of depth (normal maps are the same in this regard).
Maybe also check your surface normals.
Bump maps are good for small surface variations like pores or wrinkles on a skin. They don't change the actual surface geometry, just fake the illusion of depth (normal maps are the same in this regard).
Maybe also check your surface normals.
Re: Problem with bump map
Don't know much about this issue.
But overall I found it very hard to work with bump mapping. Sometimes higher values "break" the shader and sometimes they don't. Worse case was when in a scene where I was building asset everything looked ok, but then in main scene under different lighting it was wrong and I had to further tweak the shader... Not even mentioning how stronger bump exagerrates shadow terminator on round objects.
I hope that at some point this will get looked at cause it can be a big pain in the ass.
But overall I found it very hard to work with bump mapping. Sometimes higher values "break" the shader and sometimes they don't. Worse case was when in a scene where I was building asset everything looked ok, but then in main scene under different lighting it was wrong and I had to further tweak the shader... Not even mentioning how stronger bump exagerrates shadow terminator on round objects.
I hope that at some point this will get looked at cause it can be a big pain in the ass.
Re: Problem with bump map
Works fine - you got your UV mapping rotated by 90°.
So, maybe it's this UV map orientation that's buggy?
I would imagine, no matter how the map is oriented, resulting effect should always depend on bump and lighting properties.
Lighting: Sun&Sky, Tonemapper: Analog Film - Kodachrome 200CD
& Couple of tips:
For "Bump" (Normal, Displacement, Roughness...) textures set Gamma to 1 (Linear) as feature expects "Value", not "Color".
To help your self orientate better apply the use of compass, especially with generic textures (ie. as in cartography).
Re: Problem with bump map
Nope. It's obvious that's it's bump that's bugged. I don't think that's intended behaviour.
CPU Bidir + Metropolis | Core i5-4570
Re: Problem with bump map
The result running inside Blender or with LuxCoreUI is different:
This explain some of the my confusion, I wasn't seeing the problem. This is quite strange, it may be a bug in BlendLuxCore
This explain some of the my confusion, I wasn't seeing the problem. This is quite strange, it may be a bug in BlendLuxCore
Re: Problem with bump map
It is caused by exporting:
Code: Select all
scene.textures.139662654818312.mapping.uvrotation = 90
scene.textures.139662654818312.mapping.uvscale = 8 -8
scene.textures.139662654818312.mapping.uvdelta = 0 2
Code: Select all
scene.textures.139662654818312.mapping.rotation = 90.000002504478161
scene.textures.139662654818312.mapping.uvscale = 8 -8
scene.textures.139662654818312.mapping.uvdelta = 0 2