bump height

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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

question: what does a "1" for a bump texture means in terms of height? e.g. if set to maximum, the (faked) difference between 0% - 50% - 100% would be what in meters/micron/parsec & absolute or relative to what?

i also haven't found infos on how bumpmaps are treatened. commonly 0% (black) means maximum inset, 50% (grey) means no displacement, 100% (white) means fully embossed - is this true for octane?
The obvious is that which is never seen until someone expresses it simply

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gabrielefx
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t_3 wrote:question: what does a "1" for a bump texture means in terms of height? e.g. if set to maximum, the (faked) difference between 0% - 50% - 100% would be what in meters/micron/parsec & absolute or relative to what?

i also haven't found infos on how bumpmaps are treatened. commonly 0% (black) means maximum inset, 50% (grey) means no displacement, 100% (white) means fully embossed - is this true for octane?

use the multiply texture node, the first value will adjust the bump.
Unfortunately Octane doesn't have an option to blur the texture.
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t_3
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Joined: Tue Jul 05, 2011 5:37 pm

gabrielefx wrote:
t_3 wrote:question: what does a "1" for a bump texture means in terms of height? e.g. if set to maximum, the (faked) difference between 0% - 50% - 100% would be what in meters/micron/parsec & absolute or relative to what?

i also haven't found infos on how bumpmaps are treatened. commonly 0% (black) means maximum inset, 50% (grey) means no displacement, 100% (white) means fully embossed - is this true for octane?

use the multiply texture node, the first value will adjust the bump.
Unfortunately Octane doesn't have an option to blur the texture.
thanks for taking this up ;) i of course use several methods to adjust bumps, where a map mix node is one of them. i am just keen to know if there is a metrical analogy for the bump values, so it would be possible to adjust bump values not only by taste, but by real numbers; i.e. having a cylinder with radius = 10cm, a bump (or normal) map set to 1 fakes another max. ?cm/mm to the radius...

btw; somewhere in the forum i found a post saying, that octane treats bump maps "reverse"; means that black extrudes the surface...

and you're right; some math nodes (like matrix filter functions and just simple mathematical functions like add/subtract/multiply/divide) would be nice additions to the node system....
The obvious is that which is never seen until someone expresses it simply

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