The diffuse material bump was broken in the normal and in the transmissive case (see screenshot on page 1 of this thread). The Diffuse and specular channels of the glossy material were causing black spots near the rim if you use a very strong bump / normal map. There are still issues at glancing viewing angles if the specular channel has very very low roughness and the bump is very strong. I hope I have a solution to this problem, but it requires some more work and I'm not 100% sure if it will work.Rikk The Gaijin wrote:Hem, what did you guys improved exactly? The normal maps are still broken!abstrax wrote: Improved bump/normal mapping for diffuse and glossy materials
The problems with normal/bump mapping seem trivial but they are not, because a bump/normal map "fakes" a surface that doesn't exist which creates a whole bunch of issues and unwanted side-effects.