OctaneRender™ Standalone 1.17
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
Doesn't it work the same way other apps work. In LW (I'm almost certain) white means 100% affected i.e. if you want a hole, make it white. The name of the channel is called Bump, it's not there to create bumps, it's there to create the impression of texture. So do other apps handle it the other way round?
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
Usually the bump map is interpreted as height profile: The brighter the color the higher the profile and vice versa.gordonrobb wrote:Doesn't it work the same way other apps work. In LW (I'm almost certain) white means 100% affected i.e. if you want a hole, make it white. The name of the channel is called Bump, it's not there to create bumps, it's there to create the impression of texture. So do other apps handle it the other way round?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Would a new option to toggle between the two be possible?abstrax wrote:That's because someone didn't pay enough attention in the beginning of the development of Octane and now there are many many scene files and materials which are set up for the incorrect behaviour and would get broken, if we would switch it.BorisGoreta wrote:Why are bump maps inverted ? If it is a bump and not a dent then it should stick out of the surface. Currently what is white in the image dents the surface inwards.
We would prefer to fix the problem (easy), but we are not sure what the users would say.
Martin.
Not really. Now we have to fix the materials in the LiveDB, but eventually this will be done. If the user can toggle on the old behaviour all the fixed materials would be broken.blowlamp wrote:Would a new option to toggle between the two be possible?abstrax wrote:That's because someone didn't pay enough attention in the beginning of the development of Octane and now there are many many scene files and materials which are set up for the incorrect behaviour and would get broken, if we would switch it.BorisGoreta wrote:Why are bump maps inverted ? If it is a bump and not a dent then it should stick out of the surface. Currently what is white in the image dents the surface inwards.
We would prefer to fix the problem (easy), but we are not sure what the users would say.
Martin.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Thanks for the reply, abstrax.abstrax wrote:blowlamp wrote:Not really. Now we have to fix the materials in the LiveDB, but eventually this will be done. If the user can toggle on the old behaviour all the fixed materials would be broken.abstrax wrote:
Would a new option to toggle between the two be possible?
Martin.
In that case, my vote goes towards making the correction and letting users know about it to avoid any confusion.
Martin.
For my own, I never use the Database. I only opened few macros for learning purpose from time to time. As textures can't be edited or locally saved, I have always thought that the live DB was a loss of developping time. At least a local DB would be useful, but no more.We should rather focus more on improving the live material database.
It takes less time to make my own custom materials than searching something close to the result I want and struggling with textures scaling problems and else. Added to that, Internet connections here are not very reliable, and I encountered several times a network failure just when I tried to work online !
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
- Contact:
The problem is that bumps are usually very small and not that visible unless you zoom in so lot of people expect certain bump behavior and take this for granted only to be surprised to see the inverted effect when zooming in to tweak this or that.
19 x NVIDIA GTX http://www.borisgoreta.com
are You talking 'bout hings like these? I was so used to.. I thought it was the norm =DDD.. & came to wrong conclusion recently, that smth was wrong =DDD http://render.otoy.com/forum/viewtopic.php?f=27&t=33355Rikk The Gaijin wrote:..finally no more black artifacts in the normal map!
nm
Last edited by buzby on Thu Jun 20, 2013 12:16 pm, edited 2 times in total.
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