Bump Strength Question

Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)
Andreas_Resch
Posts: 319
Joined: Sat Jul 28, 2018 6:29 am

Hello.

I'm just playing around with bump maps and noticed something. It seems as if the bump strength changes with the size of the object (or amount of 2D transformation). In the image below you can see a closeup of two planes. The left one has a side length of 6cm, the right one 60cm (10 times as much). They both are assigned the same material, except for the 2D Transformation that scales the size of the bump map is adjusted to match the scale. Somehow the bump map is stronger on the larger plane. What could be the reason for that? I also attached the version in Cycles, where the bump strength is the same in both cases (blue material). I've also attached the notes that I used.
BumpStrength_01.jpg
BumpStrength_02.jpg
BumpStrength_03.jpg
Andreas_Resch
Posts: 319
Joined: Sat Jul 28, 2018 6:29 am

One more thing. The bump map on the bigger plane also looks way less detailed.
BumpStrength_04.jpg
BumpStrength_05.jpg
elsksa
Licensed Customer
Posts: 784
Joined: Sat Jul 24, 2021 1:06 am

Hi,

It occurs in, for instance, the mesh-UV/box projections. Changing the "coordinate space" to "World space" will prevent the auto-scaling from happening.
Andreas_Resch
Posts: 319
Joined: Sat Jul 28, 2018 6:29 am

Hello.

There are no issue with auto-scaling in the scene. Both object have their scale applied, so they are not seen as "scaled" in the scene. It's about the depth and sharpness differences of the bump map when different values are used in the "Scale" section of the 2D Transformation node.

[EDIT] It seems as if adding a "XYZ to UVW Projection" node solves the issue. I can stick with the "Object Space" there and it looks fine. It's still odd though that the 2D transformation is affected in such a way.

[EDIT 2] Just found out that the "XYZ to UVW Projection" messes up my UV map. So I can't really use that workaround. So it there any other way to solve that?
BumpStrength_06.jpg
Andreas_Resch
Posts: 319
Joined: Sat Jul 28, 2018 6:29 am

I checked if the issue appears on procedural maps as well and it does. Here's a test with two tile textures. Same texture, different 2D transformations applied. I remember having had the same issue with Luxcore, a few years back. Not sure how that is related but it's quite interesting that both renderers had this issue.
BumpStrength_07.jpg
linograndiotoy
OctaneRender Team
Posts: 1353
Joined: Thu Feb 01, 2018 7:10 pm

I just tried here and it looks fine. Any scene to share?
Capture.PNG
Andreas_Resch
Posts: 319
Joined: Sat Jul 28, 2018 6:29 am

Here's a test scene. The larger cube is 10x the size of the smaller one. It uses a Transformation node to get the bump map to the same size as the small one. As you can see, the bump map on the larger cube looks quite different from the smaller one. It's more pronounced and less detailed.

http://www.argfx.at/upload/Octane_BumpTest_01.zip

Here's the same scene but it uses a procedural noise pattern. Same issue.

http://www.argfx.at/upload/Octane_BumpTest_02.zip
elsksa
Licensed Customer
Posts: 784
Joined: Sat Jul 24, 2021 1:06 am

linograndiotoy wrote:I just tried here and it looks fine. Any scene to share?
The attachment Capture.PNG is no longer available
Image
I believe that's what Andreas meant to showcase.
I'd have to replace the texture file prior to sharing an ORBX.
Attachments
octane_wMY5irVreR.gif
Andreas_Resch
Posts: 319
Joined: Sat Jul 28, 2018 6:29 am

I just posted two scenes in the previous post. I appreciate any tests.

And, yes - if I feed something like a Box Projection or the XYZ to UVW Projection into the image node, it looks fine. Only when I use the scaling alongside an UV map, these issue occur.
linograndiotoy
OctaneRender Team
Posts: 1353
Joined: Thu Feb 01, 2018 7:10 pm

elsksa wrote:
linograndiotoy wrote:I just tried here and it looks fine. Any scene to share?
Capture.PNG
Image
I believe that's what Andreas meant to showcase.
I'd have to replace the texture file prior to sharing an ORBX.
Anything shared with the team is basically covered by NDA. We would need an ORBX showing the issue so it can be fixed in Standalone.
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