Procedural bump in tile material, in e4 - AccuRender nXt2024-03-28T10:25:04Zhttps://accurender.ning.com/forum/topics/procedural-bump-in-tile-material-in-e4?commentId=6293855%3AComment%3A74913&feed=yes&xn_auth=noThanks Roy. But I can't obtai…tag:accurender.ning.com,2012-10-09:6293855:Comment:750352012-10-09T19:58:28.673ZMarc Chaumierhttps://accurender.ning.com/profile/MarcChaumier
<p>Thanks Roy. But I can't obtain that the joint of my bump map is synchronous, with the joint of the procedural material. And same problem for the width of these joints... And do I put the bump map to the "tile" settings (I use 2 procedurals in the fractal option) ? Or use it in the "joint"settings. I find it too difficult...</p>
<p>So forget it.</p>
<p>I have to accept never put my camera too close to the tiles... With procedural tiles</p>
<p>Thanks Roy. But I can't obtain that the joint of my bump map is synchronous, with the joint of the procedural material. And same problem for the width of these joints... And do I put the bump map to the "tile" settings (I use 2 procedurals in the fractal option) ? Or use it in the "joint"settings. I find it too difficult...</p>
<p>So forget it.</p>
<p>I have to accept never put my camera too close to the tiles... With procedural tiles</p> You can easily create a tile…tag:accurender.ning.com,2012-10-09:6293855:Comment:751272012-10-09T14:26:06.160ZRoy Hirshkowitzhttps://accurender.ning.com/profile/RoyHirshkowitz
<p>You can easily create a tile bumpmap in Photoshop or eq. You only need a single tile. I would work in gray scale, starting with black for the joint and white for the tile. Careful blurring of the joint should do it.</p>
<p>If you're not very close to the tile, the procedural system you're using will work just fine. Lower values for the bump will also help.</p>
<p>You can easily create a tile bumpmap in Photoshop or eq. You only need a single tile. I would work in gray scale, starting with black for the joint and white for the tile. Careful blurring of the joint should do it.</p>
<p>If you're not very close to the tile, the procedural system you're using will work just fine. Lower values for the bump will also help.</p> I understand, Roy.
It was pra…tag:accurender.ning.com,2012-10-09:6293855:Comment:750322012-10-09T10:12:19.978ZMarc Chaumierhttps://accurender.ning.com/profile/MarcChaumier
<p>I understand, Roy.</p>
<p>It was practical to match the bump with the joint in the tile material. And so, to obtain no repetitive tile material, without enormous tile bitmaps. Perhaps, I have to find the way to match a bump bitmap with a procedural material (???) or accept this little problem... Or use tile material without bump... It's true that the problem appear only when your point of view is very close.</p>
<p>I understand, Roy.</p>
<p>It was practical to match the bump with the joint in the tile material. And so, to obtain no repetitive tile material, without enormous tile bitmaps. Perhaps, I have to find the way to match a bump bitmap with a procedural material (???) or accept this little problem... Or use tile material without bump... It's true that the problem appear only when your point of view is very close.</p> I wouldn't waste too much tim…tag:accurender.ning.com,2012-10-09:6293855:Comment:750292012-10-09T01:45:01.372ZRoy Hirshkowitzhttps://accurender.ning.com/profile/RoyHirshkowitz
<p>I wouldn't waste too much time on this Marc-- the bump mapping on procedural materials is not very robust-- no more than adequate. Use a bitmap if you want something better.</p>
<p>I wouldn't waste too much time on this Marc-- the bump mapping on procedural materials is not very robust-- no more than adequate. Use a bitmap if you want something better.</p> Garret, would you pull out yo…tag:accurender.ning.com,2012-10-09:6293855:Comment:752172012-10-09T01:14:33.596ZMarc Chaumierhttps://accurender.ning.com/profile/MarcChaumier
<p>Garret, would you pull out your car of my pool, plz!!! ;o)))</p>
<p>The crossing lines look strange, I have to try some experimentation but no time today...<a target="_self" href="http://storage.ning.com/topology/rest/1.0/file/get/55260413?profile=original"><img class="align-full" src="http://storage.ning.com/topology/rest/1.0/file/get/55260413?profile=original" width="198"/></a></p>
<p>Garret, would you pull out your car of my pool, plz!!! ;o)))</p>
<p>The crossing lines look strange, I have to try some experimentation but no time today...<a target="_self" href="http://storage.ning.com/topology/rest/1.0/file/get/55260413?profile=original"><img class="align-full" src="http://storage.ning.com/topology/rest/1.0/file/get/55260413?profile=original" width="198"/></a></p> I think the joints look funny…tag:accurender.ning.com,2012-10-08:6293855:Comment:749242012-10-08T13:09:15.878ZGarret Diduckhttps://accurender.ning.com/profile/GarretDiduck
<p>I think the joints look funny because of the extremely wide camera lense angle. The joints that appear darker are normal to the lense while the others quickly reach a sharp angle to the lense.</p>
<p></p>
<p>The image here is using 35mm lense while Mark's original is using a 12.8mm lense.…</p>
<p></p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/55260353?profile=original" target="_self"><img class="align-full" src="http://storage.ning.com/topology/rest/1.0/file/get/55260353?profile=RESIZE_1024x1024" width="721"></img></a></p>
<p>I think the joints look funny because of the extremely wide camera lense angle. The joints that appear darker are normal to the lense while the others quickly reach a sharp angle to the lense.</p>
<p></p>
<p>The image here is using 35mm lense while Mark's original is using a 12.8mm lense.</p>
<p></p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/55260353?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/55260353?profile=RESIZE_1024x1024" width="721" class="align-full"/></a></p> With an higher resolution, we…tag:accurender.ning.com,2012-10-08:6293855:Comment:751202012-10-08T01:13:33.394ZMarc Chaumierhttps://accurender.ning.com/profile/MarcChaumier
<p><a target="_self" href="http://storage.ning.com/topology/rest/1.0/file/get/55260419?profile=original"><img width="721" class="align-full" src="http://storage.ning.com/topology/rest/1.0/file/get/55260419?profile=RESIZE_1024x1024" width="721"/></a>With an higher resolution, we can see strange crossing of the lines. Perhaps my bump is too strong...</p>
<p><a target="_self" href="http://storage.ning.com/topology/rest/1.0/file/get/55260419?profile=original"><img width="721" class="align-full" src="http://storage.ning.com/topology/rest/1.0/file/get/55260419?profile=RESIZE_1024x1024" width="721"/></a>With an higher resolution, we can see strange crossing of the lines. Perhaps my bump is too strong...</p> It's true that with the E1, t…tag:accurender.ning.com,2012-10-08:6293855:Comment:751172012-10-08T00:50:07.877ZMarc Chaumierhttps://accurender.ning.com/profile/MarcChaumier
<p>It's true that with the E1, the third joint is exactly the same as the others. They are procedural joint of the nXt Tile Material Editor. So it's strange... I give the dwg with materials, above, so you can examin it.</p>
<p>And with the E4, its seems that the joint appear in + or in - depending on the angle of vision. On the left they are good, but on the right, at the point where you don't have to see anymore the shadow in the joint, nXt produce a shadow... And so the joint looks as if it…</p>
<p>It's true that with the E1, the third joint is exactly the same as the others. They are procedural joint of the nXt Tile Material Editor. So it's strange... I give the dwg with materials, above, so you can examin it.</p>
<p>And with the E4, its seems that the joint appear in + or in - depending on the angle of vision. On the left they are good, but on the right, at the point where you don't have to see anymore the shadow in the joint, nXt produce a shadow... And so the joint looks as if it was inverted.</p> Oops:D Never stop any beer yo…tag:accurender.ning.com,2012-10-04:6293855:Comment:749132012-10-04T17:29:06.909ZGeorge Ioannidishttps://accurender.ning.com/profile/GeorgeIoannidis
<p>Oops:D Never stop any beer you have started to drink Marc and of course do not visit the oculist, you do not need it :D</p>
<p>I should better put on my glasses next time :D</p>
<p>But I think there is a problem with the E1 result. The third joint width looks twice as wide than the others. But it can be cause of bitmap you've used. So maybe it has nothing to do with the bumping issue you and Garret mentioned.</p>
<p>Oops:D Never stop any beer you have started to drink Marc and of course do not visit the oculist, you do not need it :D</p>
<p>I should better put on my glasses next time :D</p>
<p>But I think there is a problem with the E1 result. The third joint width looks twice as wide than the others. But it can be cause of bitmap you've used. So maybe it has nothing to do with the bumping issue you and Garret mentioned.</p> I posted this same observatio…tag:accurender.ning.com,2012-10-04:6293855:Comment:748982012-10-04T12:25:49.288ZGarret Diduckhttps://accurender.ning.com/profile/GarretDiduck
<p>I posted this same observation in the Build 315 thread. The bump mapping is opposite for the Hybrid (E4) engine.</p>
<p>I posted this same observation in the Build 315 thread. The bump mapping is opposite for the Hybrid (E4) engine.</p>