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
Source file: Lee Perry Smith Head in BGE /with Textures (@ BlendSwap)
LuxCore2 test file:
leeperrysmithS_textures.7z (53.16 MB @ workupload)
PS
Using latest version (dailies)
Help to implement Bump mapping.
Forum rules
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.
Re: Help to implement Bump mapping.
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.
Re: Help to implement Bump mapping.
I do something like this:
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.
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 265 times
CPU Bidir + Metropolis | Core i5-4570
Re: Help to implement Bump mapping.
It shouldn't behave like this.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.
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.
Here it is, displacement to Bump @ 5mm Height with SSS/Volume (wish for texture driven depth arises) And finally wrangled into a single crash love the stability & safety backups
Here, beauty render (no clamp, Default View)
and the latest scene 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).
Re: Help to implement Bump mapping.
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.
You will understand this if you put a light on the back of the head.
Re: Help to implement Bump mapping.
Thank you very much for your help!
Re: Help to implement Bump mapping.
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:
Original images (full size): Scene File:
Final Animation (CPU, OIDN 50%) @ streamable
GIF Preview:
1. Bump is broken with any value.
2. Volume (SSS) is more intense (brighter).
Comparison - Difference:
Preview:
Original images (full size): Scene File:
Final Animation (CPU, OIDN 50%) @ streamable
GIF Preview: