OctaneRender™ Standalone 1.17

A forum where development builds are posted for testing by the community.
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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.
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gordonrobb
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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?
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abstrax
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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?
Usually the bump map is interpreted as height profile: The brighter the color the higher the profile and vice versa.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
blowlamp
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abstrax wrote:
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.
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.

We would prefer to fix the problem (easy), but we are not sure what the users would say.
Would a new option to toggle between the two be possible?


Martin.
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abstrax
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blowlamp wrote:
abstrax wrote:
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.
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.

We would prefer to fix the problem (easy), but we are not sure what the users would say.
Would a new option to toggle between the two be possible?


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.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
blowlamp
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abstrax wrote:
blowlamp wrote:
abstrax wrote:
Would a new option to toggle between the two be possible?


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.
Thanks for the reply, abstrax.

In that case, my vote goes towards making the correction and letting users know about it to avoid any confusion.

Martin.
manalokos
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Isn't the invert option already available... it works for me for toggling for bright=high
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ROUBAL
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We should rather focus more on improving the live material database.
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.

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 !
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BorisGoreta
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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.
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glimpse
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Rikk The Gaijin wrote:..finally no more black artifacts in the normal map! 8-)
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=33355
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buzby
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nm
Last edited by buzby on Thu Jun 20, 2013 12:16 pm, edited 2 times in total.
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