Re: Triplanar mapped bump problem - gamma issue?
Posted: Fri Jul 22, 2022 2:14 am
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. 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: Heres Triplanar scaled down to match closer Notice how the shading of the actual sphere also changes: 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.
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. 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: Heres Triplanar scaled down to match closer Notice how the shading of the actual sphere also changes: 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.