Page 1 of 1
Filling in an area created by a Bump Map
Posted: Fri Jun 12, 2020 3:38 am
by berwickredan
Hey there -
I've got an interesting problem and I'm certain there is an Octane solution. The image attached is a metal material with some roughness and a diamond hatch pattern created by using a 4k bump map. Nothing crazy going on with the material. This effect is perfect looking. But the actual real life product has a paint fill inside the lines created by the diamond pattern.
If this was done with polys I would simply make these a selection. But since these are created with a bump map, is there any way to manipulate the inside? Apply a "paint fill" so to speak? Doing this with actual geo would add a tremendous amount of polys and size, so I really don't want to have to go that way.
Thanks again for all your support! I'm using C4D 21
Kane
Re: Filling in an area created by a Bump Map
Posted: Fri Jun 12, 2020 6:52 am
by bepeg4d
Hi Kane,
have you tried to use the bump map in the amount of a Mix texture node, to add some color in the diffuse channel?
ciao Beppe
Re: Filling in an area created by a Bump Map
Posted: Fri Jun 12, 2020 1:26 pm
by berwickredan
Hey Beppe! Thanks for the quick reply. Let me give that a go, I haven't tried that. I was trying to leave diffuse along as much as possible. But let me give that a go and see if it works!
Thanks!
Kane
Re: Filling in an area created by a Bump Map
Posted: Fri Jun 12, 2020 5:33 pm
by berwickredan
Hey Beppe -
Sadly this doesn't seem to have any impact at all. I even tried it on a new material just in case something was weird. I might be misunderstanding your suggestion. Here is a very simple node editor... did I miss it completely?
Thanks!
Kane
Re: Filling in an area created by a Bump Map
Posted: Fri Jun 12, 2020 7:37 pm
by jayroth2020
you can try something similar with a layered material setup:
- 1. Right click on your original material and choose "Convert to sub material." Pipe that into the Base Material port of the Layered Material
2. Create an RGB spectrum node with the color you want in the recesses.
3. Create a Material Layer. Pipe in the RGBSpectrum node into the Diffuse port of the Material Layer.
4. Make sure you have a map that represents the area where you want color. That map should be grayscale. You are going to use this map to limit the color to the indented slot areas (my interpretation of what you want to do).
5. Pipe this map into Layer Opacity port of the Material Layer
In the included illustration, I am using a Checks node to create the mask. You would put your bump map mask into the Layer opacity port on the Material Layer node. You should then see the color you want limited to just the recessed areas of your bump.
Make sense?
Re: Filling in an area created by a Bump Map
Posted: Sat Jun 13, 2020 7:39 pm
by berwickredan
Bingo jayroth2020! This works perfectly! And the technique has so many possibilities. Very cool, thank you so much for your help!
Kane
Re: Filling in an area created by a Bump Map
Posted: Mon Jun 15, 2020 8:43 am
by bepeg4d
Hi Kane,
yes, the Layered material is a great solution, thanks Jay for thinking at it, but for the record, it should work also in your first attempt, if you also use a color-correction node connected to the bump map, and piped in the Specular-Map pin, in order to control the metallicity of the material, and reveal the diffuse channel.
ciao Beppe
Re: Filling in an area created by a Bump Map
Posted: Mon Jun 15, 2020 8:23 pm
by berwickredan
Hey Beppe - I'll give it a go again and see if I can make your method work. I do like the control you mention. Either way, I've got a solid solution so I really appreciate you guys jumping in to help me!
Kane
Re: Filling in an area created by a Bump Map
Posted: Mon Jun 15, 2020 9:24 pm
by jayroth2020
Hi Kane,
in looking at your screenshot, have you tried piping the image texture node into the texture 2 slot of the mix node?
Re: Filling in an area created by a Bump Map
Posted: Thu Jun 18, 2020 8:38 pm
by berwickredan
Hey Jay - Yeah good eye. I did try that and it had no impact. I also tried Beppe's idea but I think my image is actually the culprit. Maybe! I'm going to keep working on it so I have more options. But your original method worked great so I'll go that direction for now.
I appreciate the follow up as well!
Kane