Hi Roeland,roeland wrote:The problem with the bump mapping is the same problem as with low polygon meshes, in both cases you get what are called shadow terminator artifacts. Near the edge of the shadow there are spots where the object should be lit by the light source according to the shading normals, but where the triangle is facing away from the light source. This may occur either because of bump mapping or because of normal interpolation. The result is that the lighting on these triangles goes missing.
This is a hard problem to solve without introducing other problems such as light leaks. So for now I can't really offer any workaround. If you have a curved surface with a bump map you can try if you can increase the size of the light source, this will make the shadow edge a bit smoother.
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Roeland
Are you seriously saying that this cannot be fixed?.... Seriously??? This is a major limiting factor at present, particularly with no displacement available. I had thought it was being addressed based on some older posts I had read on bump mapping issues but I must have been mistaken.
I've personally never used another renderer that has this issue with bump/normal mapping, including raytracers both biased and unbiased (though I have never cycles) It must be possible to fix this.
T.