bump mapping in difusse material

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radiance
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andrian wrote:If artist know what is doing, why limit the tool ??
If someone can't use it right , so its time to learn it, no? With better documents about it, all will learn with time...
the big difference between octane and the other engines is that it uses texture nodes which need to be between 0 and 1.
So i will have to add a special float (non-texture) parameter depth or something.

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pixelrush
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Although it is different in Octane than other renderers I think @radiance made it clear he limits the amount of bump to a mm or so to avoid artifacts and because it is made like this for the nodes system.
So the way to get a more aggressive *texture* presently is to bake a mesh with some physical displacement for the coarse features. Although this involves more work I dont see it as an issue to whine about. :?
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andrian
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As maxwell users and fry users in the past had some bad bump issues, like we do now in Octane, I'm sure, that this little problem will be fixed in the future. Radiance you know better how to deal it , i don't see the point to add one more texture nodes, just use the bump one but give it more value up to 200, or like linear/logarithmic switch, you can add more value to it - in linear is from 0.0-1.0 / in logarithmic one will be from 0.0 to 200.0..
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vinz
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pixelrush wrote:Although it is different in Octane than other renderers I think @radiance made it clear he limits the amount of bump to a mm or so to avoid artifacts and because it is made like this for the nodes system.
So the way to get a more aggressive *texture* presently is to bake a mesh with some physical displacement for the coarse features. Although this involves more work I dont see it as an issue to whine about. :?
because we are dealing only with our vram memory card, displacement should be the last option to use imo
i would prefer to fill my video with textures/maps...
Last edited by vinz on Fri Jun 25, 2010 9:15 pm, edited 1 time in total.
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andrian
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pixelrush wrote:Although it is different in Octane than other renderers I think @radiance made it clear he limits the amount of bump to a mm or so to avoid artifacts and because it is made like this for the nodes system.
So the way to get a more aggressive *texture* presently is to bake a mesh with some physical displacement for the coarse features. Although this involves more work I dont see it as an issue to whine about. :?

lol and how much memory you will need for that.., I prefer to use this memory for something much more value. To add detail to my render, why if I can bump the wall and spare 2 millions of polygons.. I try baking displacement and I end up with 5 million of polygons for 2 walls, in octane takes 1.4 GB of VRAM, and 30 minutes exporting from 3DSMAX and 15 min for importing the OBJ file in octane.. no thanks..
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vinz
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+1 :D
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pixelrush
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Now you are just being difficult..
Octane is a physically accurate renderer and making a *bump* of 200mm is not going to work.
If you want specifically to do brick walls more easily then 10mm ought to be enough.
I think most people appreciate that in this type of renderer that bump replicates the effect of small scale texture like sandpaper, textiles and surface scratches.
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andrian
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If you are using bump only for that :? , for me is not enough...

PS: to make it clear, we are talking about Octane limitations, in other renderer's, I use displacement for that, I don't even bother to add bump most of the time.

Here is the example of the house I'm making right now... only displacement on that wall and the ground.. there is a little rocks between those pavement.
cam2.jpg
Last edited by andrian on Fri Jun 25, 2010 9:29 pm, edited 1 time in total.
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pixelrush
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I see from a post on page 2 of this thread the baking of a brick wall is maybe 200k polys so I am not sure about 5 million however I appreciate the issue you have. :)
Perhaps @radiance will change the cap to 10 or put a 10x multiplier button in so people can do brickwalls and dashed pebble etc without extra work. ;)

Edit: ok I see its very rough and in close up...also you might be wanting an Oren-Nayar shader as well... :)
We put it on the wish list.
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Here is the final test.. it involve more people as I don't have some of the renderers used in the test.

All the renderers are set to default, meaning no additional tweaks are made, except turn GI on with 8 bounce for biased renderers. The test is made with 3dsmax 2011.

Render engines used:
Maxwell render 2.0
Fryrender 1.5
Arion 1.0.01
Vray 1.5 SP5
Vray RT sp2
Quicksilver - GPU renderer integrated into 3dsmax 2011
Mentalray - integrated into 3dsmax 2011
Scanline - default renderer for 3dsmax 2011
Octane - beta 1.022 beta 2.2
Attachments
DIFFUSEBUMPTEST.jpg
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