bump and normal issue

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bump and normal issue

Postby geo_n » Fri Jun 13, 2014 4:04 am

geo_n Fri Jun 13, 2014 4:04 am
So this is a known issue for the octane core? All plugins affected by this and can't use bump and normal maps? Seems odd.
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Re: bump and normal issue

Postby juanjgon » Fri Jun 13, 2014 8:03 am

juanjgon Fri Jun 13, 2014 8:03 am
geo_n wrote:So this is a known issue for the octane core? All plugins affected by this and can't use bump and normal maps? Seems odd.


Yes, I am afraid that if you are speaking about the lighting hard terminator artifact you get on curved surfaces while using normal maps, this is limitation of the Octane core.

Why don't you try to get this effects with displacements?

Octane displacement doesn't need a dense mesh at all, and doesn't eat GPU memory. You can use even only one polygon to render a full mountain, so you can have a very simple mesh with a high detailed displacement.

This is the future, believe me. Other render engines with micropolygon displacement, like Arnold or Renderman, always are used in production with displacement maps, not with normal or bump maps. You get better shading, true detail and shadows, etc.

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Re: bump and normal issue

Postby geo_n » Fri Jun 13, 2014 8:53 am

geo_n Fri Jun 13, 2014 8:53 am
Can you convert normal to disp mao? Apps like 3dcoat spit out details in normal maps.
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Re: bump and normal issue

Postby gordonrobb » Fri Jun 13, 2014 9:08 am

gordonrobb Fri Jun 13, 2014 9:08 am
It may be the future, but it's of no use to those with existing assets that rely on either bump or normal maps. Otoy need to fix the issue.
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Re: bump and normal issue

Postby juanjgon » Fri Jun 13, 2014 9:17 am

juanjgon Fri Jun 13, 2014 9:17 am
gordonrobb wrote:It may be the future, but it's of no use to those with existing assets that rely on either bump or normal maps. Otoy need to fix the issue.


You can use the bump map as displacement map (with very low displacement distance) without problems, but normal map not, you should get a true displacement map then.

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