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?
bump height
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
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.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
thanks for taking this upgabrielefx 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.

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 ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400