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texture map and reflectivite
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texture map and reflectivite // Archive: Tech Forum
Post by chrisj // Jul 23, 2007, 10:35am
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chrisj
Total Posts: 239
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I'm applying 2000x2000 texture maps, one for the colour and one for displacement channel. I seem to lose the reflectivity of the surface when I add in the bump map. Colour channel seems OK. Has this been seen before? |
Post by Jack Edwards // Jul 23, 2007, 11:16am
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Jack Edwards
Total Posts: 4062
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Can you post an example Chris?
-Jack. |
Post by chrisj // Jul 23, 2007, 12:12pm
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chrisj
Total Posts: 239
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here you go Jack. using vray and glossy shader. It's alnmost as if the reflective channel is somehow displaced from the others. Note the area on the RHS. |
Post by chrisj // Jul 23, 2007, 12:13pm
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chrisj
Total Posts: 239
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oops
always doing that |
Post by chrisj // Jul 23, 2007, 12:20pm
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chrisj
Total Posts: 239
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As you can see from the image below, it did work earlier. Something has changed. Not sure if it's a memory issue, as the usage does seem to accumulate rapidly (2Gig available), or there is some sort of conflict bewteen the material editors in modelling and workspace sides. |
Post by Jack Edwards // Jul 23, 2007, 1:08pm
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Jack Edwards
Total Posts: 4062
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I'm pretty sure this is a long standing bug. I'm fairly sure Prodigy's probably got the links handy for the other threads. It'd be good to nail down the specifics so that the devs can get it knocked out before the update is released.
If it's the GI and bump mapping bug, one workaround you could try is to add another light in the room, so that there are two lights acting upon the surface.
-Jack. |
Post by chrisj // Jul 23, 2007, 1:52pm
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chrisj
Total Posts: 239
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Some sort of conflict I'm guessing.
Stems from the workspace editor. If you use CTRL double click in the displacement window, it doesn't load the map. You have to use the filepicker button. I also found that when I managed to map properly in workspace when I switched back to modeller, even though I could render out the texture, it didn't always appear in the window or in the modeller's material editor when sampled. Furthermore, when I used HDRI in the modeller side, it just wiped the textures and I have to start again. Still to do somemore experimentation, but there are clearly legacy issues to be resolved. |
Post by prodigy // Jul 23, 2007, 4:35pm
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prodigy
Total Posts: 3029
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You mean this Jack?
LINK (http://forums1.caligari.com/truespace/showthread.php?t=1505)
It looks Yes.. I think as simon sais is because are some Metal Shaders...
Check the last post (Here is the link) (http://forums1.caligari.com/truespace/showpost.php?p=33271&postcount=34)
Use any shader less
Conductor ~ expected behaviour for metals
Dielectric ~ expected behaviour for metals
Mirror ~ expected behaviour for metals
Caligari Metal ~ expected behaviour for metals
The others must work...
Hope that Helpss... |
Post by jayr // Jul 24, 2007, 1:23am
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jayr
Total Posts: 1074
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not sure if this is completly a bug. Adding bump maps will break up reflections on a surface, but this one does look quite bad. Have you tried editing the bump map to tone it down a little or appling in at a lesser setting? |
Post by chrisj // Jul 24, 2007, 2:59am
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chrisj
Total Posts: 239
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Jayr,
The problem is not the map itself, or the bump setting, it's definitely a conflict between modeller and workspace in the manner bitmaps are handled. I experimented in detail.
Chris |
Post by Jack Edwards // Jul 24, 2007, 5:07am
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Jack Edwards
Total Posts: 4062
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Chris can you post a simple scene that the devs can use to reproduce the problem?
-Jack. |
Post by chrisj // Jul 25, 2007, 2:15am
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chrisj
Total Posts: 239
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OK, I'll see what I can do. |
Post by chrisj // Jul 25, 2007, 9:19am
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chrisj
Total Posts: 239
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test scene attached.
Included simple texture and a couple to test images, with and without the same texture added to the bump channel. |
Post by weaveribm // Jul 26, 2007, 5:22am
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weaveribm
Total Posts: 592
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Prodigy told me a little while ago about the area light problem Chris, not sure if you're having this problem but I see that your area light maximum subdivision property is not the very smallest value 0.01, which clears up the noisiness generated in some scenes by the default value
It'll probably turn out to be something more technical but I love your floors and will steal them for my own floor I'm working on that's giving trouble sorry <runs away> :)
Peter |
Post by chrisj // Jul 26, 2007, 2:15pm
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chrisj
Total Posts: 239
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You are a cad and a bounder sir.
But seriously.
I usually reduce the settings for things like area lights for final render, as life is too short to test everything. The problem is a coding bug, and nothing to do with the texture or lighting.
The floor texture I posted is a free one I picked up somewhere, so feel free to use it. It's all about getting the settings right. I constantly search on google for new textures, and until recently, never paid for one. However, I have been increasingly bored with the same small repeated patterns I've been using for floors, and have purchased a set from Arroway, which I'm very impressed with. I even have to reduce them in detail to cut down on memory, and because they are so detailed and varied. |
Post by weaveribm // Jul 26, 2007, 10:51pm
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weaveribm
Total Posts: 592
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You are a cad and a bounder sir.
Terry-Thomas yes. Hellew :)
I have been increasingly bored with the same small repeated patterns I've been using for floors, and have purchased a set from Arroway, which I'm very impressed with. I even have to reduce them in detail to cut down on memory, and because they are so detailed and varied.
That's interesting thanks Chris. I've got the Mayang CDs but I'm only starting out. It's a long road to knowing what I'm doing by the look of it and not knowing what's buggy and what's me is a bit frustrating. Seems it'll take a long time before being able to spend time luxuriating deep in textures but I can see how addiction develops, everything is a texture
Thanks!
Peter |
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