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Bump Normals and displacement

Posted: Thu Sep 25, 2014 2:18 pm
by sethRichardson
This needs to be a priority for you guys.

As a designer I would love to use octane for product shots. But it just isn't friendly.

For the simple fact that I can't layer a bump on a normal or displacement. This is a pretty common thing. For instance you go into zbrush scuplt some wrinkles/creases in leather then bake it out for use.

Then in your main app you would use the normals then you would use a bump over the top for the leather bump.

This is literally impossible right now. Tried mix nodes but that gave horrible results to say the least.

I could always paint the leather on to the normals, but what happens when I need need to change the depth of just the leather, or just the wrinkles, or maybe the leather size is too big or too small. I now have to go back and re-bake. So thats not a very good solution, its a work around is all.

I hope you will focus some dev time into this. Its pretty important.

Re: Bump Normals and displacement

Posted: Thu Sep 25, 2014 2:26 pm
by BorisGoreta
Me too !

Re: Bump Normals and displacement

Posted: Fri Sep 26, 2014 5:08 am
by Rikk The Gaijin
There are already numerous requests about it, I would also love the be able to load a normal and bump together, or normal and displacement, to create detail maps.
Karba said it was difficult, I don't know if he will make it.
Consider that the displacement with zero values as gray is still broken... :(

Re: Bump Normals and displacement

Posted: Sat Sep 27, 2014 5:01 pm
by Elonius
hey, I am having trouble getting displacement to work with ZBrush displacement files. Does anyone know how to get this to work?

Re: Bump Normals and displacement

Posted: Sat Sep 27, 2014 8:33 pm
by gordonrobb
Elonius wrote:hey, I am having trouble getting displacement to work with ZBrush displacement files. Does anyone know how to get this to work?
Yup, at the moment, the solution is don't use Octane. Simple no good for ZB displacements.

Sorry if that is being too adversarial, but it isnt :(