bump and normal issue
Moderator: juanjgon
Yes, I am afraid that if you are speaking about the lighting hard terminator artifact you get on curved surfaces while using normal maps, this is limitation of the Octane core.geo_n wrote:So this is a known issue for the octane core? All plugins affected by this and can't use bump and normal maps? Seems odd.
Why don't you try to get this effects with displacements?
Octane displacement doesn't need a dense mesh at all, and doesn't eat GPU memory. You can use even only one polygon to render a full mountain, so you can have a very simple mesh with a high detailed displacement.
This is the future, believe me. Other render engines with micropolygon displacement, like Arnold or Renderman, always are used in production with displacement maps, not with normal or bump maps. You get better shading, true detail and shadows, etc.
-Juanjo
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
It may be the future, but it's of no use to those with existing assets that rely on either bump or normal maps. Otoy need to fix the issue.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
You can use the bump map as displacement map (with very low displacement distance) without problems, but normal map not, you should get a true displacement map then.gordonrobb wrote:It may be the future, but it's of no use to those with existing assets that rely on either bump or normal maps. Otoy need to fix the issue.
-Juanjo