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Re: Triplanar mapped bump problem - gamma issue?

Posted: Fri Jul 22, 2022 2:14 am
by sethRichardson
Just FYI, this a problem with all mapping in octane outside of uv. Box, spherical, triplanar etc.

And it's been completely ignored. Love it.

Simple way to test that octane scaling is totally wrong. Create a sphere in c4d. Make it 20cm, add a noise bump to it as uv projection. Then change it to box mapping projection, watch a nice small noise bump turn into a scaled up low res crap shoot.

We don't need technical jargon about scale when you can't even do a basic repeatable test to see the problem.

F

Here ill do the work for you.

1 sphere at 20cm
Left side is with the default mesh UV projection and scaled down to .1

right side of the compare.

Now the left side is the same exact material, object everything. Projection changed to Tri-planar same exact scaling .1.
No numbers.

Why? Because its being scaled up like 100x.
File 01
File 01
Now lets scale down the triplanar for .1 down to say .019 so it matches a bit better.
the shading on the sphere completely changes.

Heres UV Projection:
UV Projection
UV Projection
Heres Triplanar scaled down to match closer Notice how the shading of the actual sphere also changes:
Triplanar Projection
Triplanar Projection
Now imagine you are working with small noise bumps..... the shading is incorrect between the two. I am not sure how else to drill it into you guys that its wrong.
You can repeat this in any render engine and the shading doesn't change like this between a uv and ANY OTHER MAPPING. It's not because Octane is special, its because you guys aren't translating something right. I dont care about programmer lingo, im an artist I care about stuff being consistent, predictable and of high quality. Thats it. It's insulting to say nah you are wrong and throw a bunch of lingo at an artist that clearly can see its wrong lol.

Now. Are we still going to sit here and say its fine? Want to know the fix? Scale small objects up to be out of scale..... yet doesn't octane pride itself at working to scale for its accuracy.

One last one to really drive home that your bump mapping is broken at smaller scales.
Perfect illustration right here.... busted bump on the right is triplanar the left is UV mesh.
Last.png

Re: Triplanar mapped bump problem - gamma issue?

Posted: Mon Jul 25, 2022 8:18 am
by bepeg4d
Sorry, can you share your example scene with texture?

ciao,
Beppe

Re: Triplanar mapped bump problem - gamma issue?

Posted: Wed Jul 27, 2022 2:42 pm
by sethRichardson
bepeg4d wrote:Sorry, can you share your example scene with texture?

ciao,
Beppe
Attached.

Re: Triplanar mapped bump problem - gamma issue?

Posted: Wed Nov 02, 2022 2:10 pm
by sethRichardson
bepeg4d wrote:Sorry, can you share your example scene with texture?

ciao,
Beppe
Any updates here at all?

Re: Triplanar mapped bump problem - gamma issue?

Posted: Thu Nov 03, 2022 12:06 pm
by SSmolak
This is related to all mapping projections other than UV not only triplanar. UV bumps have always much too less strength.

Re: Triplanar mapped bump problem - gamma issue?

Posted: Mon Jan 23, 2023 12:18 am
by sethRichardson
Seems they will never have a fix for this been a complaint for years and when you put in the work to prove there's something wrong they flat out ignore it lol.

Here we are in 2023.... I'll go ahead and ask, any updates here or are we going to continue ignoring this?

Re: Triplanar mapped bump problem - gamma issue?

Posted: Tue Jan 24, 2023 10:40 am
by AWOLism
sethRichardson wrote:Seems they will never have a fix for this been a complaint for years and when you put in the work to prove there's something wrong they flat out ignore it lol.

Here we are in 2023.... I'll go ahead and ask, any updates here or are we going to continue ignoring this?
I guess it's all a matter of development priorities and enough users being vocal about wanting something fixed. As someone who makes plenty of product visualization, often with closeups of small objects, for me this issue pops up quite often, but I guess very few other people care.

Also, the system for feature requests feels rather tucked away under the "Resources" section of this site. I was encouraged to make a feature request regarding the bump mapping scale problem, and it has so far got 1 vote since may 2021, so I guess either no one wants functioning small scale triplanar mapping or no one even knows about the feature request.

And yet another thing that frustrates me is that when posting about issues or feature suggestions, I do not necessarily know if I should be posting here in the C4D plugin section or in the General Support, or General Discussion. Or should I email support? Is the issue one that relates to the core or the plugin, and will a report reach the right person at Otoy? Who knows?

Re: Triplanar mapped bump problem - gamma issue?

Posted: Tue Jan 24, 2023 1:06 pm
by ShivaMist
There is a request system? ... I didn't even know about it and i've been browsing this forum almost daily for 1 year... how is this tucked in under Ressources ?

Re: Triplanar mapped bump problem - gamma issue?

Posted: Tue Jan 24, 2023 1:11 pm
by AWOLism
ShivaMist wrote:There is a request system? ... I didn't even know about it and i've been browsing this forum almost daily for 1 year... how is this tucked in under Ressources ?
You could leave a feature request to have Feature Requests moved from Resources to Support? ;)

Re: Triplanar mapped bump problem - gamma issue?

Posted: Fri Jan 27, 2023 4:25 pm
by SSmolak
Bumps are buggy as hell I reported this many times with tickets, example scenes, videos.

Here is another example - it doesn't respect world space in box projection :