This should be normal: the bump is proportional to the difference of 2 adjacent pixels, if the pixels have the same color (like inside a check), there is no difference and the normal is unmodified. So it is modified only on the sharp edge between 2 checks.Racleborg wrote: Fri Aug 09, 2019 5:21 pm I am not sure if this is relevant to the currently discussed Bump issue, but I don't appear to be getting any Bump effect be with the Checkerboard Texture like it does with other textures such as Distorted Noise?
Shadow Terminator problem
Re: Shadow Terminator problem
Re: Shadow Terminator problem
Normals aren't really flipped, I checked the values, they just become tangent to the plane so the point emits light 90 degree over and 90 degree under the plane. Stronger is the bump map and more points will have tangent normals and more light will be emitted under the plane.provisory wrote: Sat Aug 10, 2019 8:09 am I think it is related, that strong bump mapping flips normals:
I would consider this expected (or just a different type of problem).
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Re: Shadow Terminator problem
Thank you this is much more intuitive because uv map is 2D and its scaling is not expected to change z even if uv map is used as bump map (with influence on z looking).Dade wrote: Sat Aug 10, 2019 3:38 pm I decoupled the UV scale and strength, so changing the UV scale doesn't affect bump mapping strength anymore.
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Re: Shadow Terminator problem
good newsDade wrote: Sat Aug 10, 2019 3:38 pm I decoupled the UV scale and strength, so changing the UV scale doesn't affect bump mapping strength anymore.

I tried to lookup if other renderers didn't have to deal with this type of issue...
And for most it's related to glossy reflection under extreme circumstances, diffuse component never turns black in any other renderer.
Anyways, here's best I found, but I'm not sure if it's of any use for luxcore:
https://blogs.unity3d.com/2017/10/02/mi ... h-tracing/
Re: Shadow Terminator problem
Terminator tamedDade wrote: Sat Aug 10, 2019 3:38 pm I decoupled the UV scale and strength, so changing the UV scale doesn't affect bump mapping strength anymore.

But is it known that Caustics & Bump don't work well together?
Also, something with OCL is causing Lux to freeze when stopping the render. Within Blender or UI only. And I don't get any error.
IIRC, similar bug appeared before.
Here (scene for LuxcoreUI) it happens when after I Pause it, change the Halt time and press Apply. Freeze! To kill.

Re: Shadow Terminator problem
I have the code for this is: https://github.com/LuxCoreRender/LuxCor ... f.cpp#L149 (http://www.aconty.com/pdf/bump-terminat ... ia2019.pdf)lacilaci wrote: Sat Aug 10, 2019 4:17 pm Anyways, here's best I found, but I'm not sure if it's of any use for luxcore:
https://blogs.unity3d.com/2017/10/02/mi ... h-tracing/
This year new SIGGRAPH paper is supposed to be an improvement over that one.
Re: Shadow Terminator problem
The "taming" is currently limited to DIFFUSE and GLOSSY materials: https://github.com/LuxCoreRender/LuxCor ... f.cpp#L243
I haven't yet tried how it works with SPECULAR materials.
Re: Shadow Terminator problem
I will try to reproduce the problem.kintuX wrote: Sat Aug 10, 2019 4:54 pm Here (scene for LuxcoreUI) it happens when after I Pause it, change the Halt time and press Apply. Freeze! To kill.![]()
Re: Shadow Terminator problem
So do we know why are these dark patches and how to fix that?
I wonder how is it that other renderers don't suffer from this. Maybe some dirty tricks to limit normals or bump strenght?
I wonder how is it that other renderers don't suffer from this. Maybe some dirty tricks to limit normals or bump strenght?