Bump over normal
Forum rules
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.
Is there any chance we had a working bump node (e.g., Perlin noise generator) when a normal map is also active?
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
I asked the same thing ages ago and never got an answer. Be interested in hearing if things have changed in V3
I think it should be possible. I added a ticket so it doesn't get lost, but I can't make any promises when it will be implemented.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- linvanchene
- Posts: 783
- Joined: Mon Mar 25, 2013 10:58 pm
- Location: Switzerland
Thank you for looking into this.abstrax wrote:I think it should be possible. I added a ticket so it doesn't get lost, but I can't make any promises when it will be implemented.
Currently the limitations of OctaneRender that combinations of bump, normal and displacement maps cannot be mixed together on the same surface zone without triggering some kind of negative side effects is rather frustrating when using licensed content that does mix different map types.
This limitation then leads to additional complications with material auto conversion from other render engines to OctaneRender.
More information and some example screenshots can be found in this post:
viewtopic.php?f=44&t=51418&start=70#p257033
- - -
Win 10 Pro 64bit | Rendering: 2 x ASUS GeForce RTX 2080 Ti TURBO | Asus RTX NVLink Bridge 4-Slot | Intel Core i7 5820K | ASUS X99-E WS| 64 GB RAM
FAQ: OctaneRender for DAZ Studio - FAQ link collection
FAQ: OctaneRender for DAZ Studio - FAQ link collection
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
Don't forget displacement+normal map
+1 or even +10^80Rikk The Gaijin wrote:Don't forget displacement+normal map
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
I'm always extremely confused by this topic. I always thought the normal map was a more advanced form of bump and that only people, who like a purely graycale map workflow would stick with bump and that you'd rather somehow mix the perlin noise into the normal map. What am I not understanding here?
If you want to speed up the things, please share some simple scenes that clearly show the issue. It's not always easy to reproduce the problemRikk The Gaijin wrote:Don't forget displacement+normal map

ciao beppe
Some of my explanations attached.
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
Hi,
the devs need simple scenes with geometry and textures that show the issue otherwise is impossible to track, many aspects could be involved like uvs, normals, scale and so on, some screen shots are not enough
ciao beppe
the devs need simple scenes with geometry and textures that show the issue otherwise is impossible to track, many aspects could be involved like uvs, normals, scale and so on, some screen shots are not enough

ciao beppe